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THIS BOOK@TAKES THE 
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COMPUTERS AND EXP 
HOW THE AVERAGE PE 
WITH NO TECHNICAL 
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Dick Smith’s 


Getting to hnow 
PERSONAL COMPUTERS 


Dick Smith’s 
Getting to hnow 
PERSONAL COMPUTERS 


EDITOR: 
DOROTHY DEGER 


e 
HORWITZ 
GRAHAME 


Castile Books ty 


Published 1982 by agreement with 
Universal Copyright Company (1959) © 


Distributed by Horwitz Grahame Books Pty Ltd, 
506 Miller Street, Cammeray, 2062 and ) 
Gordon & Gotch Limited, 

114 William Street, Melbourne, 3000, Australia 
Copyright (c) 1982 by Horwitz Publications 


National Library of Australia Card No. 
and ISBN 0 7255 1332 2 


All rights reserved 

Printed in Australla by 

Hedges & Bell, 

Sutton Road, Maryborough, Vic. 3465 


*Recommended price only 


Photographs on pages 13, 29 (lower), 33: Courtesy, IBM. 


4 


Contents 


INTRODUCTION 9 


WHAT IS A PERSONAL COMPUTER 
AND HOW DOES IT WORK? 11 


The First Computerl/it'S Only A Machine/ 
Debunking The Myths/Anybody Can Oper- 
ate A Personal Computer/Three Simple 
Words You Need To Know/Hardware/Soft- 
ware/Program/Hardware-Software Com- 
patability/Are Computers Intelligent?/The 
General Principles 


THE COMPUTER MIRACLE 23 


ae 2) A Primitive ‘Number Cruncher’/The 
ae oa oe Analytical Engine/The ‘Amazing Tabula- 
ting Machine’/Hilter’s Mistake/The Brits 
Triumph/The Stored Program/The Sili- 
con Chip/And The Future? 


WHAT CAN A PERSONAL COMPUTER 
DO FOR YOU? 35 


Entertainment 


Variety Of Games/Hand Eye Co-ordina- 
tion/Good Old-Fashioned Fun. 


Education 


A Computer Has Indefinite Patience 


Research 


Household Management 


Balancing The Budget/Your Bank 
Balance/Preparing Your Income Tax 
Return 


Domestic Monitoring 
Home Security 

Hobby Cataloguing 

“a Computing: The Hobby 


Small Business Management 


GETTING STARTED IN COMPUTING 
AND CHOOSING THE HARDWARE 49 


A ‘Hands-On’ Demonstration/Computer 
ShowsiVisit A Computer Club/Start A Club 
At School/Magazines And Books/Build Your 
Own/Modular Computer Systems/Buy 
From An Established Dealer 


A CLOSE-UP LOOK AT TWO TYPICAL 
PERSONAL COMPUTERS 55 


System 80/TV Screen Or Monitor?/ 
Connecting Up/The Keyboard/Special 
Function Keys/Built-ln Cassette Player/The 
Central Processing Unit (CPU)/Your First 
Program/Loading A Program/Writing Your 
Own Programs/A Typing Error In Your 
Program?/Recording Your Own Program/ 
VIC 20/What Is The Difference Between A 
Game Machine And a True Computer?/A 
Colour Machine/The Keyboard 


THE RANGE OF READY MADE PROGRAMS 73 
AKG Games/Educational/Business/General 
Ae oS ex) 


oy 
Cas 


EXPANDING THE SYSTEM 95 
ER, Expansion Unit/A Second Cassette /Disk 
- ¥; Drives/Printers/Light Pen/Music Syn- 
— thesiser Unit/Speech Synthesiser Unit/ 
< ~~ ee Acoustic Coupler Modem/What Is MIDAS? 
\ Sti, | 


THE SMALL BUSINESS COMPUTER 110 


The Options/20 Or Less Employees/Lack 
Of Confidence?/Business Software/A Typi- 
cal Business Computer 


116 


The Computer Number System/ 
Programming Languages/More About 
Memory/The Operating System  Pro- 
gram/Disk Operating System (DOS)/ 
Bits, Bytes & Kilobytes/More About 
Programming/Back Up/Systems/The 
Basic Language/Variables/Operators 


130 


CLUB DIRECTORY 143 


INTRODUCTION 


Despite the growing stack of books, magazines and 
newspaper supplements devoted to computers, even I’m 
getting confused. 


There is so much material (data, if you like) available 
about computers but it is mostly too technical or confus- 
ing for the average person to understand. And that, of 
course, is the whole point about personal computers: they 
are for the use and enjoyment of the average person with 
very little technical knowledge, let alone a degree in 
science or mathematics. 


It seems to me that computers (and very often the 
people who work with them) have been almost deliber- 
ately shrouded in mystery and unnecessary mystique. 
One of the aims of this book is to take computers out of 
the closet and explain exactly what they are all about — 
and what you can do with them — in simple, everyday 
language. 


Perhaps the fact that the development and introduc- 
tion to the marketplace of low cost personal computers 
has been so rapid (on sale in USA since 1975, Australia/ 
New Zealand since 1978, with literally millions sold) has 
a great deal to do with the public’s confusion about 
computers. 


In other words, only yesterday a computer was solely 
for the use of multi-million dollar big business and 
government but today it is an affordable multi-purpose 
machine available to the average person. 


I also believe there is a basic misconception in most 
people’s minds about personal computers. It’s easy (but 
wrong!) to conjure up a vision of a space age housewife 
pressing a few keys on her computer to magically clean 
the house and prepare dinner for ten. Technically, that is 
possible — but it would cost a fortune! 


In my opinion a personal computer should be used 
essentially as a source of enjoyment, education and as a 
practical tool to organise various aspects of everyday life 
or business. Really, there’s not very much difference 
between the reason you'd buy a hi-fi system or a video 
recorder and the reason you would buy a personal com- 
puter. Incredibly, the price tag is much the same, but the 
hi-fi and the video recorder are limited to one type of use 
only while the computer is capable of numerous different 
functions. | 


This book explains all these functions and tells you 
how you can get the most pleasure and practical use out 
of your personal computer. 

Strictly speaking, the word ‘personal’ 1s probably a 
misnomer — as soon as you get the computer home you'll 
find that the rest of the family will be clamouring to get 
their hands on it! 


From my experience young children adapt to compu- 
ters particularly readily and are eager to learn the new 
‘buzz words’ that are part of computer literacy. Yes, 
there’s a whole new language out there — it’s fun to learn 
and everybody will be speaking it soon. Let me give youa 
few examples... 


... ‘Hardware’ is not remotely related to hammers and 
nails ... the ‘menu’ won’t be served at your favourite 
restaurant... and a ‘brownout’ has nothing to do witha 
day at the beach. 


Crazy? Confusing? It won't be after you've read this 
book and discovered the amazing and fascinating world 
of computers. 


Dik Smith 


10 


Chapter 


O 


What Is A Computer 
And How Does 
It Work? 


WHAT IS A COMPUTER AND 
HOW DOES IT WORK? 


Simply defined, a personal computer is a small elec- 
tronic machine, sold over the counter in retail stores, that 
can be used for many activities in the home or small 
business. Unlike other labour-saving machines which are 
designed to do one job only, the computer is designed to 
do many jobs. 


It isan accountant one moment, a teacher the nextand, 
if it’s time for games, a built-in amusement parlour in 
your own family room. A very versatile appliance indeed! 
It can even instruct you in the basics of flying (no, I’m not 
kidding!), help sort out your income tax return and orga- 
nise a business. (I’ll go into much greater detail in later 
chapters but this should whet your appetite for now.) 


A typical modern personal computer. It looks similar to a typewriter and is a 
million times more streamlined than ... 


12 


... this 1954 IBM machine occupying a whole room! 


The First Computer 


It seems hard to believe but the first ‘modern’ computer 
was built only about thirty years ago — a massive con- 
traption, now a museum piece, that occupied an entire 
room. Because of their size and cost (millions of dollars!) 
early computers were limited to use by governments and 
big business. 

Today a personal home computer sits comfortably on 
a desk or table and the price 1s within the reach of the man 
in the street. (In my opinion, it is inevitable that the 
personal computer will become as much an essential part 
of the home as a refrigerator.) 

The rapid development of computers to their present 
stage has been nothing short of a miracle. It has been said 
that if the car industry had accomplished what the com- 
puter has in the last twenty years, a Rolls Royce would 
cost $20 and do over 100 000 kilometres per litre. 

The change in the state of computer art is very compar- 
able to that of the calculator, now a familiar object in 


13 


most households. It was only a few years ago that calcula- 
tors were bulky and expensive — today every schoolchild 
considers the slim, inexpensive unit an essential tool for 
maths and science classes. | 


it’s Only A Machine 
What has been responsible for the rapid development 
of the computer? Probably the biggest uae factor ne 


The very latest in silicon chips from IBM. All this complex and sophisticated 
circuitry is contained in an area approximately 7mm square. 


been the technology of the silicon chip (a tiny integrated 
circuit) which has simplified and miniaturised computer 
construction. It is not the intention here to explain that 
dazzling technology in any detail — the purpose of this 
book is to explain how to use the machine (remember, 
that’s all a computer is!) not how to make it. 


14 


Debunking The Myths | 

Up till fairly recently the very word ‘computer’ was 
enough to make most of us recoil. ‘I don’t want to know 
about it’... ‘It’s too complicated for me’... ‘I don’t have 
the brains for this kind of thing’ would be. typical 
responses. 

Unfortunately, computers (perhaps because of their 
complex beginnings) were put on a pedestal as objects far 
too high and mighty for the average person to understand 
And there is still something of a ‘holier than thow’ syn- 
drome about them. One of the purposes of this book is to 
debunk all the myths about computers — get them off 
their pedestals and into the living room, or small business 
office, where they belong. 

One reason why people are frightened of computers is 
because of the awesome reputation as mathematical genii 
who can solve long equations in a single electronic beep. 
Back in the early days computers were largely used 
mathematically. For example, scientists operated them 
as giant calculators to solve problems in aeronautical 
design and the like. But a calculator can only deal with 
numbers. A computer, on the other hand, can handle 
much more than just numbers — it can deal with all types 
of information in the form of words, music, patterns and 
sounds, just to name a few. 

The increasing use of computers in everyday situations 
— making a theatre booking or buying an airline ticket — 
is going a long way towards familiarising the public with 
computers. And the time is not far off when we'll be doing 
our grocery shopping by computer. (I’m proud to be the 
first person in Australia selling electronic gear by compu- 
ter shopping!) 


Anybody Can Operate A Personal Computer 
Admittedly, in the early stages of computers only 
experts could operate them, but today’s personal compu- 
ter is so sophisticated and, at the same time, so simple 
that anybody can operate it. Certainly, there are quite a 
few points to learn (that is another reason for this book) 


15 


but in less than one minute (yes, you read it correctly. — 
one minute) the average person, including children of'a 
reasonable age, can operate a computer using ready made 
programs. It will take a little longer to learn to write your 
own programs, but even that’s not as difficult as you 
might imagine either. 


You'll be amazed how quickly young children adapt to computers. Unlike 
many adults they have no inbuilt resistance to the electronic age. 


Three Simple Words You Need To Know 

Before going any further it is important to explain 
three simple ‘computer literacy’ words. It is impossible to 
discuss computers without understanding these words. 
Their meaning may be unfamiliar to you now but they are 
rapidly becoming part of everyone’s vocabulary. 


16 


Hardware 

Hardware is a general term to describe the physical 
computer itself plus all the bits and pieces built into it or 
attached to it. In other words, the hardware consists of 
the parts of the computer set-up that you can pick upand 
hold in your hands. 


Some typical personal computer hardware - all very portable. 


Software 


Software is a collective term to describe the various. 
types of programs that are fed into the computer. 


Program 

This word is doubtless familiar to you — you probably 
didn’t baulk at it when it was used several times in the 
preceding paragraphs — but what is its exact meaning in 
terms of computing? 


17 


A program is simply a set of instructions for the com- 
puter to obey. 

To understand the concept of a program think of a 
computer as being like a pianola. A pianola 1s capable of 
playing a huge variety of tunes but can only perform 
when you ‘load’ a pianola roll to tell the instrument what 


“Ua tadgy r 


at AR xy; 
“ BESTE 
®. “PApaza,” ONT 


A computer program in the form of a cassette. It is identical in appearance and 
size to a_conventional music cassette. 


18 


Computer programs in the form of floppy disks. These are not unlike small 
45 rpm records in appearance. 


to do. Similarly, a computer can only perform when you 
‘load’ a program, the set of instructions telling the 
machine what to do. 

Programs can be bought ready made in the form of a 
cassette (looks just like the one you put in your tape 
recorder), a disk (not unlike a small 45rpm record) or as 


19 


instructions written out on paper ready for you to-follow 
by pressing keys on a keyboard (very much like an ordi- 
nary typewriter). Or, you can write your own programs. 
Most enthusiasts use their computer in both of these 
ways. 


By using programs written by somebody else you can 
start to use your computer instantly — it’s as simple as 
buying a cassette to put in your tape recorder or a record 
to play on your hi fi set. | 


Most machines are built to perform just one function. 
e.g. a vacuum cleaner Is built, 1.e. ‘programmed’, to suck 
in dirt or blow out air. But because a computer is ‘pro- 
grammable’ it turns into a multi-function machine. 


Hardware/Software Compatability 

It is important to understand nght from the beginning 
that the hardware and software must be compatible with 
each other. In other words, Type X hardware (the com- 
puter) will not understand Type Y software (the pro- 
gram) unless they speak the same ‘computer language’. 


Therefore, before you buy your hardware you must 
make certain that there is an extensive range of software 
that can be used with it. Otherwise it would be rather like 
buying a 22rpm record player put out by some eccentric 
manufacturer and then finding it extremely difficult to 
buy 22rpm records! 


Are Computers intelligent? 

Don’t be fooled — computers can’t think. There is no 
such animal as an intelligent computer — in fact they 
have been called ‘high-speed morons’! The machine is 
only as good as the person who is operating it, or who 
wrote its program. How often have you had a mistake in 
your department store bill described as a ‘computer 
error” The chances are it’s not a computer error at all — 
it’s a computer programmer error. The programmer, of 
course, is human — the man or woman who prepares 
orders or instructions to the computer. 


20 


Obviously the computer system can malfunction, but it 
is a rare occurrence since computers are considerably less 
prone to making mistakes than humans. A well designed 
computer has a program built into it to recognise many 
common mistakes. The machine stops and refuses to 
continue until the human operating it feeds in the correct 
information. 


The General Principles 

Having established some elementary facts let’s look at 
how a computer works. The following explanation is 
deliberately simplified to give the reader an instant grasp 
of computer principles. Each function of the computer 
will be dealt with in much greater detail in Chapter Five. 


You're probably familiar with the word ‘process’ as 
associated with computers. Look at it this way: just asa 
washing machine ‘processes’ laundry from dirty clothes 
to clean, so a computer ‘processes’ information or data to 
produce an answer or result. The operator gives informa- 
tion to the computer (i.e. programs it) by inserting a 
cassette or disk or pressing keys marked with letters, 
numbers and symbols. This is known as /nput. 


The computer then processes this data using informa- 
tion either permanently or temporarily stored in its 
memory and replies with an answer or question (there is 
often a dialogue between operator and computer before a 
result can be established) that is either displayed on a 
monitor screen or printed out on paper. This is knownas 
Output. 


Diagrammatically, the operation looks like this: 


STORED 
COMPUTER MICRO- OUTPUT 


INFORMATION PROCESSOR 
(MEMORY) 


21 


Although the general principles of computing can be 
shown in such a simple form, it has taken hundreds of 
years and the genius of countless scientists to develop the 
computer to its present stage. It’s an intriguing story... 


22. 


Chapter 


The Computer 


THE COMPUTER MIRACLE 


Today’s computer has only been in existence for a mere 
blink of history’s eye, but humans have been calculating 
data since the beginning of time. Prehistoric man proba- 
bly scratched marks on a rock to tally up the count of 
animals killed for food, while another series of marks 
would calculate the additional number of kills necessary 
to feed the primitive community. 

Not quite so ancient, but still dating back over thou- 
sands of years, is the abacus. Old as it is, this quite 
sophisticated means of calculation remains very much in 
use today in the East. 


N 


NUMBER REPRESENTED 
A Chinese abacus. (Crown copyright. Science Museum, London) 


A Primitive ‘Number Cruncher 

The honour of inventing the first Western mechanical 
calculator must go to the Frenchman, Blaise Pascal, a 
philosopher.and mathematical genius of the mid seven- 


24 


Museum, London) 


PALE PELE 


Fhe interior of Pascal's machine. (Crown copyright. Science Museum, London) 


25 


teenth century. Today his collection of cogs, wheels, nuts 
and bolts would seem primitive in the extreme. Although 
his machine was much praised and worked admirably 
well as a ‘number cruncher’ there were not too many. 
buyers. The machine was not cheap and even then there 
was employee resistance not unlike the current situation 
where some workers fear that the computer will do away 
with their jobs. Pascal is well remembered in modern 
computing since one of the major computer languages is 
named after him. 

Following Pascal a number of eminent European 
mathematicians pursued the perfection of the mechanical 
calculator. Perhaps the early nineteenth century English- 
man, Charles Babbage, was the most successful. A 
wealthy man in his own right, Babbage used his personal 
fortune, as well as twisting the government’s arm to 


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An artist’s impression of a model of the Difference Engine. 


26 


provide even more funds, to build a machine known as 
the Difference Engine — a wonder of yet more wheels, 
cogs, sprockets and levers. 


The Analytical Engine 


His work was viewed with great respect by the Royal 
Astronomical Society, but Babbage was not satisfied. He 
had his heart set on building a new and much improved 
machine based on a very ingenious theory. From the 
concept of this machine Babbage must be credited with 
inventing the basic principles of a computer, i.e. a 
machine that has no fixed function but can be ‘pro- 
grammed’ to doa variety of different things. The machine 
— that was destined never to be completed — even had a 
‘memory’ where numbers could be stored awaiting their 
turn to be summoned by the controller to perform the 


A front view of portion of Babbage's Analytical Engine. (Crown copyright. Science 
‘Museum, London) 


27 


next function. Babbage named his dream machine the 
Analytical Engine. 

Unfortunately, it was not long before Babbage’s dream 
turned into the government’s nightmare. A disgruntled 
Treasury closed its fist, and Babbage was left without a 
financial backer. Benjamin Disraeli, the Prime Minister 
of the day, was moved to remark that the only use he 
could see for Babbage’s machine was to calculate the 
enormous amount of money that the government had 
poured into a worthless project. Babbage died a disap- 
pointed man, judged by his contemporaries as a genius, 
but misguided. 


The ‘Amazing Tabulating Machine’ 

The next computer breakthrough came from across 
the Atlantic in the United States. A predicament had 
arisen there which once again proved the truth of that old 
adage ‘Necessity is the Mother of Invention’. It was 1880 
and the Eleventh Census had just been taken. But it was 
readily apparent to those whose task it was to count and 
record the results that this would take years and the 
census would be completely out of date before the results 
were published. 

So, with typical Yankee ingenuity, the powers that be 
decided to run a competition for an invention that would 
enable the results of the next census to be collated in 
record time. The winner of the contest was a Dr Herman 
Hollerith who had invented ‘an amazing tabulating 
machine’. Although the device was mechanical in princi- 
ple, Hollerith had an advantage over his predecessors.in 
being able to take advantage of that new-fangled Power 
source — electricity. 

The 1890 census was duly held and the statistics were 
released in the unheard time of six weeks after census day. 
Dr Hollerith went on to form the Tabulating Machine 
Company which rapidly expanded in size and profit. 
When he died at age 99 Hollerith was still acting as a 
consultant to the company he had founded — but the 


28 


us 
Lae NE 


An engraving of Dr Hollerith’s sorting, counting machine of 1890. (Photo: Science 
Museum, London) 


One of IBMs first computing products — a 1901 hand-operated punch. 


29 


company name had been changed to International Busi- 
ness Machine Corporation (IBM). 


Hitler’s Mistake 

During the first half of the twentieth century scientists 
on both sides of the Atlantic were gradually developing 
ideas to make computing machines faster and more effi- 
cient. In the 1930s two Germans, Konrad Zuse and Hel- 
mut Shreyer, were very much in the forefront of the 
development of ‘high speed’ computers using valves 
instead of electro-magnetic relays. In fact, shortly after 
the outbreak of World War II, they suggested to the Nazi 
authorities that they should build a computer which 
would break the enemy codes and effect a quick German 
victory. When asked by the authorities how long such a 
machine would take the build, the two inventors ans- 
wered, ‘Over a year’. The Nazi authorities laughed. This 
did not fit in with Hitler’s timetable for World War II — it 
would be well and truly finished by then. So the idea was 
scrapped. 

Ironically, the British, with their backs to the wall, had 
to take a much more open ended approach to the war 
timetable. The Bnitish military strength was no match for 
Germany’s; the island population was totally outnum- 
bered and out-weaponed. So, with nothing to lose, the 
Brits decided that one way to win the war (or, at least, not 
be defeated so quickly) was to crack the German codes. 


The Brits Triumph 

So began one of the strangest recruitment drives of the 
entire war effort. The authorities gathered together_a 
group of mathematical and electronic wizards and 
secreted them in a Hertfordshire country mansion called 
Bletchley Park. It was the stuff of which spy movies are 
made, although the setting would have been more 
appropriate for an Agatha Christie thriller. 

The plan was totally eccentric — but, amazingly, it 
worked. Using valves, the select few created the first 
electronic computer and broke the German codes. Many 


30 


historians believe that this achievement won the war for 
the Allies. It is important to remember though that this 
computer series (known as Colossus) was only a special 
purpose computer. 

The first all-purpose general electronic computer was 
an American achievement. Cumbersomely known as 
Electronic Numerical Instigator and Calculator (affec- 
tionately known as ENIAC), it was the world’s first ‘mod- 
ern’ computer. First operated in 1944 — it was massive, 
costly and with severe limitations. 


The Stored Program 

The most obvious limitation was the fact that to 
change from one program to another, part of the compu- 
ter had to be rewired! Enter the American mathematician 
Jon van Neuman. More than any other individual this 
man was responsible for the next vital step in the develop- 
ment of the computer — the stored program. This is the 
technique of feeding the complete program into the com- 
puter’s memory and keeping it there permanently in its 
entirety. 

This explanation of a stored program is more easily 
understood if a computer 1s again compared to a pianola. 
A pianola can only ‘run’ its program (the roll) once 
without it being physically reinserted into the pianola to 
‘run’ again in strict consecutive order. The situation was 
much the same with early computers and programs. 
However, the development of the stored program pres- 
ented two distinct advantages. 

Firstly, the program could be repeatedly used without 
having to be fed back into the computer each time. 
Secondly, the computer had become a ‘decision maker’ 
since it could refer to any part of the program instantly 
and at will without having to go back to the beginning of 
the program and run it consecutively (like the pianola 
roll) until a wanted piece of information was located. 

The stored program was a great breakthrough in prac- 
tical computing but the cost of building such a machine 
still remained astronomical. The valves (at $10 a time) 


31 


were a crippling expense. Then, almost out of nowhere, 
Bell Telephone announced the invention of the transistor. 
Cost: 10 cents. And computers were on the move again 
... the electronic revolution was gathering momentum. 

But, marvel as it was, the transistor was to be only a 
short-lived miracle. A replacement was just around the 
corner. It was discovered as a by-product of the 1960s 
Space Race to put a man on the moon. The staggering 
amounts of US government money injected into research 
during this period produced many scientific discoveries 
— not the least of which was enormously complex elec- 
tronic circuitry contained in a very tiny space. This was 
the birth of the silicon ‘chip’ or integrated circuit — and 
sO microelectronics had replaced the transistor. 


The Silicon Chip 

The silicon chip, smaller than your little finger nail and 
costing only a few dollars, is today’s equivalent of a half 
million dollar computer occupying a large room in 1959, 
the year before Kennedy announced the man on the 
moon program. 

Not only did the development of the silicon chip con- 
tribute to previously undreamed of technology, but it 
also sent prices and sizes plummetting downwards. 

The arithmetic goes like this. Valves (the basis of the 
First Generation Computers) costing $10 were replaced 
‘-by transistors (Second Generation Computers) costing 
10 cents. Then came the silicon chip (Third Generation 
Computers) costing a few dollars but the equivalent of 
100 000 transistors. 

According to one calculation: ‘If the dollar had inflated 
at the same rate at which electronic costs have deflated, a 
sandwich that cost you a dollar in 1950 would cost you 
$20 000 today.’ (Running Wild, Adam Osborne.) 


And The Future? 

The electronic revolution is changing the face of the 
earth. That is Fact One. Computers, the central core of 
the revolution, will affect the lives of every person on this 


32 


Back in 1959 all these components were needed to make up a miraculous new 
data processing computer from IBM. 


= 


ee 


awrerwens 


% 


omputer (the real thing near completion and the 
model proudly displayed in foreground) was marketed at nrices upward of 
-$10 million. 


33 


planet, and beyond. That is Fact Two. Fact Three? Well, 
there'll always be Death and Taxes, but I sincerely believe 
that there are undreamed of benefits to be reaped by 
everybody who has the privilege of living in a compute- 
rised world controlled by humans. 


Chapter 


What Can A Personal 
Computer Do For You? 
PP x 


35, 


WHAT CAN A PERSONAL COMPUTER 
DO FOR YOU? 


Even if this book were to expand to encyclopaedic 
proportions there is absolutely no way it could describe 
everything a personal computer can do for you. The uses 
are infinite — limited only by your imagination. (I know 
a gynaecologist who has worked out a way to use a 
personal computer to calculate the weight of an unborn 
baby — don’t ask me how, but that’s where his imagina- 
tion led him!) 


Perhaps the best way to give you some practical ideas 
about a computer’s potential capabilities is to separate 
them into different categories. The categories are not 
listed in order of importance — it is entirely up to you to 
decide what area (or areas) of computer use appeal to you 
as being the most interesting or valuable. The categories 
are not totally separate either, of necessity they overlap. 


@ Entertainment 

e Education 

® Research 

@ Household Management (accounts, etc.) 
® Domestic Monitoring 

@ Hobby Organization 

® Computing: The Hobby 

© Small Business Management. 


ENTERTAINMENT 


The moment you carry a personal computer inside 
your front door, you have created an instant home family 
entertainment centre. There are literally hundreds and 
hundreds of absorbing games you can play simply by 
turning on the power and loading a cassette tape or a disk 
programmed as a game. There you have it — the screen 
lights up with Galaxy Invasion or a challenging game of 
chess! 


36 


A small selection of the vast range of cassette programs available for personal 
computers. 


Huge Variety Of Games 

There is an enormous variety and range of games 
available, and your only problem will be to choose from 
such a tempting selection. (See Chapter 6 for a rundown 
on just a few of the games you can select from.) 

Computer games are an economical form of amuse- 
ment too. The average price of the software (the game 
program) is about $20.00 (some are cheaper, some are 
more expensive) — and that’s a once-only cost. Your 
computer doesn’t eat 20 cent pieces and your children are 
not wasting their pocket money in some sleazy amuse- 
ment parlour. The only expense in playing computer 
games aS many times as you like (beware — they’re 
addictive!) is the electrical power used — which is min- 
imal. (A switched on computer and video display screen 
consume about the same amount of power as a modern 
TV set.) 


Hand/Eye Co-ordination 


An interesting and beneficial side-effect of playing 
computer games is the way in which they develop 


37 


hand/eye co-ordination skills, particularly in young 
children. 


Some of the games also have an educational aspect 
included as part of the fun. For instance, in several of the 
space invader type games the player will have to solve a 
simple arithmetical problem before the computer will 
allow the space craft to land and proceed with the next 
part of the game. Children respond very well to this, 
working out the arithmetic quickly and accurately with 
an enthusiasm that is often lacking in a conventional 
learning situation. 


Many of the game programs are computerised versions 
of popular games such as poker, chess or bridge. The 
difference here is that you are pitting your skills and wits 
against a computer. (Don’t worry, the computer is far 
from infallible — I’ve called its bluff in poker many a 
time. To add reality to the game, the person who wrote 
the game program has allowed for the human factors of 
bluff, gamble and greed.) 


Good Old-Fashioned Fun 


Although there can be some educational value in these 
computer games, it is stressed that their main purpose is 
for entertainment and enjoyment. There’s certainly 
nothing wrong with good, old-fashioned fun for its own 
sake. 


One final point which the seventeenth century Pascal 
would never have imagined in his wildest dreams — 
computer games are a definite deterrent to parental 
insanity on rainy days during the school holidays! 


Remember, to play these games, you don’t have to 
know anything at all about computers — it’s simply a 
question of plugging in the power and loading the 
Cassette. 


38 


We: 


Is Dad worried that he won't score as high as Junior in the Meteor Mission 
earne? Computer games develop a high level of hand/eye co-ordination at an 
early age. 


EDUCATION 


Have you ever wanted to learn to type, but never had 
the time to attend classes? There is a ready made program 
— called Typing Tutor — which will teach you as effec- 
tively and perhaps more quickly than attending formal 
lessons in a classroom. After each lesson your perfor- 
mance is evaluated, i.e. the computer displays your 
degree of accuracy and number of words per minute 
typed. If you are satisfied with your own performance 
you can proceed with the next lesson or, if you prefer, you 


39 


can repeat the lesson as many times as you like. The 
computer is your devoted slave-teacher. 


Want To Be A Pilot? 

Learning to type is just one of hundreds of ready made 
teaching programs for all age groups. The children (or 
you!) can learn to spell, practise maths, study a foreign 
language, develop speed reading skills, learn the basis of 
flight, study music ... the list goes on and on. 


A Computer Has Infinite Patience 

A computer has infinite patience when used as a teach- 
ing aid. It never becomes cross or bored — and it never 
has favourites. 

If you don’t do well in a test the machine does not 
become annoyed. It simply suggests that you might like 
to try the test again, perhaps at a lower level of profi- 
ciency, until you have mastered it. The computer always 
offers its pupils a choice. 

The computer is not impersonal either. It asks your 
name and the lesson 1s directed at you personally, with 
your name appearing on the screen. The results of all 
lessons are graded by the computer, which always marks 
fairly and accurately. There are very few children (or 
adults for that matter) who won't feel a sense of pride 
when a flashing box appears on the screen with the words 
‘CONGRATULATIONS DICK, YOUR SCORE IS 
100%’. 


RESEARCH 


You've probably heard of data banks that store infor- 
mation on all sorts of subjects ranging from medical 
research to the latest stock exchange prices. But did you 
realise that your computer can give you instant easy 
access to the thousands and thousands of documents 
stored in data banks all over the world? 

This might sound like a glimpse into the distant future 
but it is actually happening now! 

All this is made possible by a neat little unit called an 
acoustic coupler modem, a communications network 


40 


called MIDAS and your ordinary telephone: Full details 
are given in Chapter 7. 


HOUSEHOLD MANAGEMENT 
Unless you run a mansion the size of Buckingham 
Palace with a commensurate number of staff, there is 
absolutely no need to call in IBM to design a special 
computer to manage your household. Your personal 
computer will do just fine. 


Balancing The Budget 

Balancing the household budget is something that 
comes more naturally to computers than it does to most 
humans. Not everyone has the innate mathematical abil- 
ity to control accounts, which is probably why some of us 
mismanage the family budget — or don’t have one at all. 

The computer can competently take charge of your 
household accounts and general budgeting. There are 
ready-made programs available for these purposes but if 
you find you have an aptitude for programming you may 
want to develop your own program, specifically tailored 
to your particular household. 


Your Bank Balance 

There are very few people who have not had the expe- 
rience of being at odds with the bank over the exact sum 
of money in the account. (Infuriatingly, the bank’s com- 
puter is nearly always right!) So, as the old saying goes, if 
you can’t beat ’em, join ‘em. 

To find out your bank balance with precision accuracy 
all you have to do is feed into the computer the deposits 
made, cheques written, plus any bank charges or periodi- 
cal payments. Then, at the press of a button, the compu- 
ter will display your current bank balance. 

Sure, you can do all this by hand, but the computer is 
quicker with a built-in mathematical ability. 

Can the computer make a mistake in calculating your 
bank balance? No, the computer cannot make a mistake, 
but if you feed in an incorrect piece of information (for 


41 


example, you tell it you wrote a cheque for. $20 when the 
amount was actually $200) it is quite obviously going to 
give you the wrong balance. The mistake is yours, not the 
computer’s. (‘Garbage in, garbage out’ is a proven com- 
puter adage.) | 


Preparing Your Income Tax Return 

This is an excellent use for your personal computer. It 
is very easy to make an error in calculation when prepar- 
ing your tax return by hand. This holds up your return 
and increases the time taken to process it. Not only does 
the computer fill in a return more efficiently and method- 
ically than you, it does the job considerably faster ... 
which means you get your refund cheque sooner! 


There is an excellent income tax program available 
written especially for Australian conditions. 


Other Aspects Of Household Management 

Depending on how much time you have at your dispo- 
sal there is practically no limit to the amount of house- 
hold organisation you could program a computer to 
control. Some people make an inventory of their pantry 
cupboard and use the computer for grocery stock con- 
trol. (Personally, I reckon this is probably more trouble 
than it’s worth ... unless you have an exceptionally large 
and hungry family!) 

You could also use your computer to catalogue all your 
favourite recipes. Then, at the press of a few keys, the 
screen would display a selection of recipes all featuring 
the mince meat you’ve decided to prepare for dinner. 
(Again, I’m not so sure that this 1s of any real benefit, but 
I daresay it would be of interest to some people.) 

You could even use your computer to organise your 
Christmas card mailing list ... inventory the household 
records :.. or catalogue your cassette or butterfly collec- 
tion :.. 

The possibilities are endless. Once again, it’s your 
imagination, time and skill that count. 


42 


The recipe book of the future? 
DOMESTIC MONITORING 


The use of computers in controlling domestic applian- 
ces is quite advanced. In fact, there is no real limitation to 
the computer’s ability — the only limitations are in your 
ability to program the computer to do what you want, the 
engineer’s ability to produce the hardware to attach to it 
and, very important, the cost involved. 

The principle behind computer control of a household 
appliance is very simple. Take your oven, for example, A 
small electrical device called a relay can be attached to the 
normal on/off. switch to start or stop the oven at a 
predetermined time or temperature. This relay may be 
activated by an infra red light that is controlled by the 
program you have fed into your computer. There need be 
no physical connection whatsoever between the compu- 
ter and the oven. 

This example is meant only to illustrate the principle of 
computer control. In reality, it would be a complete waste 
of time, effort and money to computerise your oven — 
the manufacturers have already done it for you by supp- 


43 


lying an in-built automatic on/off timer and. control in 
most modern ovens. 

Using the same relay principle a computer can be 
programmed to turn lights on and off at regular (or 
irregular) times when you are away from home. Once 
again, if you only want a few lights controlled, it’s hardly 
worth the expense of a computer system when you can 
buy a ready made light off/on system for far less than a 
computer set up would cost. 

However, if you wanted to go all the way and be able to 
turn on/off lights, radios, TVs, video recorders, electric 
blankets and even the air conditioning in the dog’s ken- 
nel, you could purchase a control device (it has about 16 
channels and uses normal radio frequency) which, when 
linked with your programmed computer, will control all 
these appliances and more. (Maybe that’s going a bit far 
— but I guess it depends on what turns you on and how 
much money you have to spare.) 


Home Security 

One domestic computer application which is of real 
benefit is in the area of home security. If you install a 
conventional noisy ringing burglar alarm, the problem is 
that nobody takes very much notice of it. How often have 
you heard an alarm ringing and done nothing about it? 
Even neighbours are often loathe to interfere or call the 
police. In any event, noise pollution laws only allow the 
alarm to ring for a fairly short period of time. 

It is now a proven crime statistic that a burglar is not 
unduly worried by the sound of an alarm going off. He is 
fairly confident that apathy will prevail and the law is not 
likely to arrive in a hurry... so he continues looting. But 
if your alarm is linked to-your programmed computer... 
that’s a different story. 

A soundless light sensor detects the burglar and alerts 
the computer which automatically dials the police, issu- 
ing a pre-recorded message that a burglary is taking place 
at your address. The police can arrive swiftly and catch 
the thief in the act without him being aware that any 


a4 


alarm has been sounded at all. This silent, computerised 
alarm is an exceedingly valuable security aid. 


HOBBY CATALOGUING 


A personal computer is the ideal way to organise and 
catalogue just about any type of hobby collection. 
Stamps, coins, records, tapes, photographs, butterflies 
... all manner of collections can be put in order with the 
help of a computer. 


A computerised record catalogue? Why not? You'll never lose track of your 
favourite album. 


45 


Although there are some pre-written programs to get 
you started, you would need to acquire some program- 
ming skills yourself in order to take advantage of all the 
computer has to offer. 


COMPUTING: THE HOBBY 


Learning to program a computer is an absolutely fasci- 
nating hobby in its own right. It’s a very creative activity 
to which you can rapidly become addicted . .. in the best 
sense of the word! This book does not attempt to teach 
you programming, but try the super simple program 
written out on page 65. This is just a totally elementary bit 
of fun — but it would spark your interest and stimulatea 
desire to learn more. 


As the computing hobby gains more and more devo- 
tees, computer clubs are springing up all round the coun- 
try. (See page 143 for Club Directory — maybe there’s 
one close to where you live.) 


Financially Rewarding Hobby 

Programming can also be a very financially rewarding 
hobby. Because most of the programs sold in Australia 
have been written in the United States, often for situa- 
tions and conditions which do not apply here, there is a 
strong demand by software retailers for first class pro- 
grams written for local conditions. (We’ve even pur- 
chased programs devised by talented fourteen year olds.) 


You really need a certain type of analytical mind to 
become a good programmer. But you’ll never know if you 
have what it takes until you get your ‘hands on’ a compu- 
ter and a good instruction book. 


SMALL BUSINESS MANAGEMENT 


The use of a computer in a small business deserves a 
separate chapter of its own. It will suffice to say here that 
there are ready made software programs to take over 


46 


such aspects of a small business as: 


© Accounts 

© General Ledger 
@ Inventory 

© Stock Take 

® Payroll 

© Word Processing 


Some fundamentals of business management can be 
entrusted to the computer and hours of manual labour 


One of the advantages of using a computer in a small business is that you can 
tell at a glance just how the profit (or loss!) is shaping up. 


CONCLUSION 


The contents of this chapter are really only a general 
guide to what a small computer can do for you. Just 
reading the ideas and suggestions given here has probably 
prompted your own thoughts on how you and the com- 
puter could get together to benefit your particular lifes- 
tyle or business. 


47 


Remember, the average personal computer costs about 
the same as a good stereo system and has an infinitely 
greater capacity for being enjoyed and used in thousands 
of practical ways. 


Chapter 


Getting Started In 
Computing And 
Choosing The 


GETTING STARTED IN COMPUTING AND 
CHOOSING THE HARDWARE 


You've already taken the first step in getting started in 
computing — you are computer conscious. The fact that 
you are reading this book proves it. You’ve become aware 
of the increasing use of computers at work, at school or 
simply in the course of everyday life. 

(The other day my wife asked me to check that our 
family health insurance was up to date, so I phoned the 
company and was immediately asked for my-insurance 
number. When I gave it I could hear the electronic sounds 
made by the girl as she keyed my number into her compu- 
ter. Within seconds she replied: ‘You’re Dick Smith from 
North Ryde and your insurance is fully paid up till the 
first of next month.’ A simple experience like this really 
underlines the fact that we are in the computer age.) 


A ‘Hands-On’ Demonstration 

A good way to have your first close encounter with a 
computer is to visit a shop where computers are sold and 
there are demonstration models on view. M ost sales peo- 
ple (particularly in specialised electronic shops) are 
knowledgeable about computers and are only too pleased 
to explain the product, demonstrate it, and let you get 
your ‘hands on’ it. 


Computer Shows 

Spend some time at a computer show. These are being 
held in the major cities with increasing regularity. All 
types and brands of computers are on display and this 


50 


gives you an opportunity to compare the capability and 
prices of the various brands. (I happen to believe that my 
computers are the best — but others sell for more money. 
My advice: compare all the different brands and see 
exactly what you get for your dollars.) 


Visit A Computer Club 

Check around and see if there is a computer club in the 
area where you live or work. You'll sometimes find these 
clubs advertising in the local papers. Ask if you could 
attend a meeting to see what goes on. Don’t be shy just 
because you don’t know much about computing yet — 
you'll find that most computer enthusiasts are very keen 
to spread the word about the hobby and will enthusiasti- 
cally give a newcomer many valuable tips. 


Start A Club At School 

If you’re still at school there’s bound to be a teacher 
with a feeling for computers. Suggest to him/her that a 
computer club should be started at school. Maybe the P 
& C could be persuaded to donate some of their funds 
towards the purchase of a computer. 


Magazines And Books 

Read all you can about computers. There are at least 
two locally produced magazines devoted to personal 
computing now appearing on newsagents’ shelves. Other 
American and English magazines and books can be 
bought at specialised shops. 


Build Your Own 

If you’re an electronic hobbyist but know very little 
about computers, why not buy a kit and build your own 
computer! It’s nowhere near as difficult as you might 
think, and you'll save a considerable amount of money. 

Most computers sold in Australia are manufactured in 
the USA where extremely high labour rates prevail — 
and you pay for this on built-up units. With a computer 
kit, you provide the labour and therefore reduce the cost 
very substantially. 

Anyone who has a reasonably good knowledge of 
electronics and can solder neatly should have no diffi- 
culty in construction. This is because of a unique double- 
sided circuit board design which means there 1s virtually 
no other wiring. The board 1s covered with a professional 
‘solder mask’ which makes soldering much easier and 
eliminates the problems of bridges etc. Once the compo- 
nents are soldered onto the board in their marked posi- 
tion over 98% of the construction is completed. 


An assembled computer kit. 


52 


Building a computer from a kit will teach you the 
technical side of construction, how a computer works 
and, soon, you'll learn to program. Conversely, if you 
already know how to program but don’t know much 
about the inside of a computer ... there couldn’t be a 
better way to learn than by building a kit. All of which 
gives you an excellent background for an exciting career 
in computers, one of the growth employment areas of the 
future. 


Modular Computer Systems 

Rather than have all the computer equipment inside a 
single case, it is usually a wise decision to buy a modular 
system. In this way you can add to the system as your 
interest (and budget) increases. If you cannot add to the 
system as you wish your initial purchase outlay is really 
wasted money. 

With some computers it can be a real headache to add 
to the system later. What you want might not fit in the 
unit — or if it does, you have to send your whole compu- 
ter back to the factory for modifications. This is costly, 
and you're without your computer. 

If you want to add to your modular system all you have 
to do is buy the new unit and plug it directly into the back 
of your existing computer or expansion unit. 

With many machines you’re locked into the expansion 
facilities provided by the manufacturer — or lack of 
them. Therefore, you would be wise to select a modular 
computer that can accept expansion boards made by a 
multitude of different manufacturers to cover almost every 
conceivable type of computer application. 

Service is another good reason for choosing a modular 
system. Suppose a disk drive has a ‘bug’. With a onebox 
system, it’s back to the factory again. Although the repair 
might be simple, you’ll be days without your computer. 
With the modular system, all you do is unplug the drive 
and send it back for repair. In the meantime you've still 
got the rest of your computer operating normally. 


53. 


Buy From An Established Dealer 

Buying a computer is quite a sizeable investment so it is 
extremely important to buy from a reputable shop that 
has been in business for some time. The shop has its good 
reputation to protect so you can be assured of good 
aftersales back up service. 

Although they are remarkably sturdy and tough, com- 
puters do break down and you will want to be satisfied 
that the firm that sold you the computer can carry out 
warranty work and service the unit promptly. | 


54 


Chapter 


5, 


A Close-Up Look At 
Two Typical Personal 
Computers 


A CLOSE-UP LOOK AT 
TWO TYPICAL PERSONAL COMPUTERS 


When you lift your new computer out of its box for the 
first time you'll probably be surprised how light it is. 
(Silicon chips don’t weigh much!) As youcan see from the’ 
photograph below it looks very similar to the familiar 
typewriter. 


SYSTEM 80 


Now let’s run through the various components of one 
typical personal computer, the System 80. 


This unit, together with a display screen (either your 
household TV screen or a video monitor) comprises a 
basic personal computer set-up. 


56 


A green phosphor video monitor. 


TV Screen Or Monitor? 

Using a TV screen for the display saves a little cash on 
your initial outlay but, in a family situation, can lead to 
arguments when Mum’s favourite serial clashes with your 
galactic battle. So you might want to buy a video monitor 
as well, save fights... | 


Video monitors have either white or green print on a 
black background. The green-print type is slightly more 
expensive but it is considered to be kinder to the eyes and 
ideal for use over an extended period. 


Connecting Up 

The best. place to begin the close-up look is at the back 
of the computer because this is where the various cords 
that come in the box with it have to be connected. 


37 


© EXPANSION connector’ ©) 
cas TAPE Sr ee ee 
RECORDER MONITOR VIDEO CUT RESET 


_ Power RF Output cable 


Back of computer. 


If you are going to use your TV as the monitor screen 
take the RF output cable which is permanently connected 
to the back of the computer and plug it into the aerial 
socket of your TV, selecting Channel 1. 

If you have a video monitor, plug the fat end of. the 
single cord cable... 


... Into the hole marked MONITOR on the back of the 
computer; plug the thin end of this cable into the only 
hole at the back of the monitor. 

If you are going to use a program that has electronic 
sound effects, take the second cable that comes with the 
computer and insert the fat end in the hole marked TAPE 
RECORDER in the back of the computer and the plug 
on the thin white cord in the hole low down on the right 
hand side in front of the monitor. 


Pe Oa 
ate one SSSI 


Sy); a = 


38 


Before you plug in to the household power here is a 
brief explanation of the other switches and buttons on the 
back of the keyboard. 

ON/OFF: Obviously, the on/off switch for the com- 
puter itself. 

VIDEO CUT: This button should normally be left out, 
but press it in if you want to double the size of the letters 
appearing on your monitor screen. 


EXPANSION CONNECTOR: The outlet through 
which attachments to the computer are. connected (see 
Chapter 7). 

RESET: Pressing this button ‘rubs the slate clean’. Any 
program already stored in the computer’s memory is 
immediately erased. 


Now that the computer is connected to the display unit, 
plug both units into the household power and let’s take a 
look at the front of the computer. 


IVueqwers ay 6 ; F IOS SIAL! 
SSS EV OO chart cererstion stress hrgie tysters ae ae 


£28 (Oj Bj C(O OjOiQjaeiVysie 
RL SEE Te 


The Keyboard 


This is set out almost exactly like a typewriter with keys 
for letters, numbers, symbols and a space bar. The posi- 
tion of some symbols and computer command keys (such 
as NEW LINE, also called RETURN or ENTER on 
some computers) vary from computer to computer as is 
the case with different brands of typewriters. One differ- 


39 


ence between a typewriter keyboard and a computer is 
that the numeral zero is always printed with a slash 
through it, @. This is because the computer’s ultra logical 
‘mind’ could not otherwise tell the difference between a 
zero and the letter O. 

The keyboard is used like a typewriter to ‘input’ infor- 
mation into the computer. The words you type (input) 
on the keyboard display (output) on the video monitor. 


Special Function Keys 

PAGE: The PAGE button ts activated when the Video 
Cut button at the back of the keyboard is pushed in. 
When the button is up, the screen shows the left half of 
the display; when the button is down, the right half of the 
‘page’ is shown. 

F1: When it is pressed down, this button turns on the 
manual control keys for the built-in cassette player. 


Built-In Cassette Player 

The built-in cassette player, located on the right hand 
side of the keyboard, 1s also an input device. It looks 
exactly like a regular music cassette player and operates 
in exactly the same way. The tapes you load in the 
cassette player are re-written computer programs. (See 
Chapter 6 for a guide to the type and variety of programs 
available.) . 


The Central Processing Unit (CPU) 

This is located inside the keyboard unit and is the 
‘heart’ of your computer containing its memory. 

A computer has two different types of memory — 

Read Only Memory (ROM): a fixed and permanent 
memory which is built into the computer during manu- 
facturing and used to store the operating system pro- 
grams which process data input to the computer, run 
your programs, and process output. 

Random Access Memory (RAM): a reusable and tem- 

porary (if desired) memory which is used to pag write 
and store both programs and data. 


60 


The size of the computer’s memory (either type) is 
expressed in terms of ‘kilobytes’ or, more commonly, just 
the symbol K is used. 


SSSR . 
ra SRA AAA TAA_A_AKGEQgQ¥@B@Uw€«w€@€§*®™Qqw|ue_ Bian 


=~ 


This photograph of the ‘guts’of System 80 pinpoints the location of both ROM 
and RAM memory. The black perforated box on the upper right side is an 
inbuilt power supply. Below this is the inbuilt cassette. 


The System 80 has a 12K ROM (read only memory) 
which gives you the full range of commands and func- 
tions necessary for serious programming. 

The same computer has 16K of RAM (random access 
memory) which is more than ample for most people. Less 
than 16K can be very limiting since the computer will 
simply not have a sufficiently large memory to cope with 
all the programs you want to use or write. If you become 
really serious about computing, even 16K could be limit- 
ing. However, it 1s generally a simple matter to expand 
the computer’s memory (see Chapter 7). For additional 
explanatory information about memory see Appendix. 


61 


Your First Program 

Okay, let’s get started on your first program. 

First switch on the video monitor (use the left hand 
knob marked on/off — the other two knobs are for 
contrast and brightness). If you are using a TV set you 
may have to adjust the brightness/contrast controls or 
the horizontal/ vertical holds to get a clear display on the 
TV screen. Next, you're finally ready to turn on the 
computer itself by pressing the switch at the back of the 
machine. A small red indicator light above the keyboard 
to the left will signal that the computer is on. 

The word READY? will immediately appear in the top 
left hand corner of the screen. Next press the key marked 
NEW LINE and READY will drop vertically down to the 
bottom left hand corner displaying like this 


READY 
> om 


The > is the ‘prompt’ sign indicating that the computer 
is ready to accept your instructions. The short line dash is 
called a ‘cursor’. It indicates where the next character to 
be typed will go. 


Loading A Program 

Now, assuming that you do not know (yet, at least) 
how to program a computer yourself, it is simply a ques- 
tion of loading a program that someone else has written. 
Most personal computers come with a demonstration 
cassette which you can run as your first program. 


Step-by-Step 

1. Take your cassette tape (I’ve chosen a game called 
Poker Pete) and place it in the player in the normal way. 

2. Press the button marked F1 on the keyboard to 
activate the cassette player. 

3. Press the rewind button. 

4, When the tape is rewound, press the counter button 
so that it reads 000. Also press the F1 button again, so 
that it goes to its ‘up’ position. 

Now you are ready to inform the computer that you 


62 


As you can see, a computer cassette program is placed i in the player in exactly 
the same way as a conventional music cassette. 


want it to load a cassette. There are several alternative 
words used for this command — CLOAD (Cassette 
Load) and SYSTEM being two of the most common. The 
correct word to use is printed either on the package 
containing the cassette tape or on the loading instruction 
sheet that comes with it. 

5. Type the word — say CLOAD — on the keyboard, 
then press the NEW LINE key. 

6. Press the Play button on the cassette. Within a few 
seconds an asterisk will appear in the top right hand 
corner of the screen. After a few more seconds the volume 
meter above the cassette will activate — 1.e. move from 
zero to the right. 

7. Adjust the volume so that the needle is between 2 
and 3. Some tapes require a slightly higher level of 
volume — you just have to experiment to get the correct 
level. A second asterisk, flashing intermittently, appears 
almost instantaneously. This tells you that the program is 
being ‘loaded’, or stored into the computer’s memory (the 
RAM memory). The length of time taken for this proce- 


63 


dure depends on each individual tape — 6 to 8 minutes 
would be average. 

8. When the program is finished loading in,a READY 
appears on the screen. 

9. Now it’s time to type in the command word that 
activates the taped program now stored in the computer’s 
memory. The most common command word is RUN — 
but check the instruction sheet that comes with the 
cassette. Type in RUN, press NEW LINE... 


Now it’s you v. the computer in a high stakes poker 
game! Poker Pete will ask you your name, explain the 
rules, shuffle the cards, deal the hands ... and the game’s 
on. The computer keeps track of who’s winning the 
money and, from time to time, presents a moving display 
across the screen which reads THE LEADER IN THE 
POKER TOURNAMENT IS ... POKER PETE! 
(occasionally it says my name!) Poker Pete gives you the 
option to fold if you have a bad hand and when you do he 
responds sarcastically with NO GUTS HUH? ora series 
of symbolised expletives. 


VKH 


64 


(I haven’t chosen Poker Pete to illustrate a game 
because I think it is one of the best. It’s just that it’s simple 
— and fun at the same time. There are many more chal- 
lenging games — both mentally and physically.) 

There are hundreds and hundreds of programs availa- 
ble in cassette form. See Chapter 6 for a list of just some 
of the programs that are available. Remember, always 
make certain when you buy software (i.e., a program) 
that it is compatible with the hardware (i.e., your 
computer). 


Writing Your Own Programs 

As has already been explained it is not the purpose of 
this book to teach you how to program, but if you’ve 
come this far the least I can do is show you a very simple 
program. Actually, I’m going to make it so simple that 
you probably wouldn’t recognise it as a computer pro- 
gram ... but it is. And all types of computer programs 
(including the complex scientific programs written to 
guide Mariner to the edges of the planet Saturn) stem 
from this process of basic logic. 

Here we go: 

1. To erase Poker Pete from the computer’s memory, 
press the BREAK key, type in NEW and hit NEWLINE. 
The word READY will appear in the top left hand 
corner, followed by >-, and the computer is now ready 
to receive your first program. 

2. Type in 

19 PRINT ‘DICK SMITH!’ 

3. Press NEW LINE 

4. Type in 
29 GOTO 19 
5. Press NEW LINE 
6. Type in 

39 END 
7. Press NEW LINE 


This, what you see on the screen, is your program. It 
consists of three instructions to the computer. Now type 


65 


the command RUN, press NEW LINE — and this is what 
you'll see. 


DUK BATH 
HUCK SATTH 
DICK SITH! I 


The reason why the whole screen is flashing with DICK 
SMITHs is because of your second instruction, 20 GOTO 
19, and the fact that the computer takes everything you 
say literally and logically. GOTO is a computer com- 
mand word that means exactly what it says. The compu- 
ter has been told to GOTO line 19, 1.e. carry out the line 
19 instruction again, so it must continue to obey the 
instruction and print DICK SMITH ad infinitum. 
(Maybe ad nauseam is a more appropriate phrase!) The 
computer cannot obey your instruction in line 39 to END 
because the GOTO instruction in line 29 is self- 
perpetuating. The computer does everything in strict 
numerical order. 

The number in front of each instruction is to identify 
and separate each individual line of the program. The 
reason for leaving a large numerical gap between line 
numbers is to allow you the flexibility to add other 


66 


instructions which the computer will list and carry out in 
numerical order. (See Chapter 8 for more detailed infor- 
mation on programming.) 

So much for my ego trip. Now, how about stopping the 
program (use the ‘BREAK’ key), and typing in your name 
instead of mine. The program will work exactly the same 
way — the computer has no favourites! 


A Typing Error In Your Program? 

What happens if you make a typing error? Say, for 
example, you've typed PLINT instead of PRINT. The 
computer’s memory 1s programmed to understand the 
word PRINT but the word PLINT is totally meaningless 
to it. So, in response to your error, the screen will display. 

2SN ERROR IN 10 

(SN is short for SYNTAX) 

Therefore you must type the whole line again correctly. 
The computer will then automatically accept the new 
correct line 19 and delete the incorrect line 19 from its 
memory. | 

If you see that you’ve made a typing error before you 
have moved on to the next line, simply press the backs- 
pace key (€—) to delete the incorrect letter(s) and retype 
in the correct letter(s). 


Recording Your Own Program 

You can record your own programs on blank cassettes 
(or on disk, see Chapter 7). A blank tape (it can be an 
ordinary audio tape of reasonable quality) is placed in the 
built in cassette unit and a program can be recorded using 
exactly the same magnetic principle as in taping music or 
speech. 
A Display Of Garbage 

Whenever you turn the computer off, wait at least 10 
seconds before turning it back on otherwise your monitor 
will display a load of ‘garbage’ — the whole screen 1s filled 
with meaningless mumbo jumbo and strange symbols. 

Don’t worry, you haven't broken the computer (that’s 
amazingly difficult to do). Just turn it off and wait before 


67 


turning it on again, and the READY will display 
normally. 

In fact it is bad computer practice to turn the machine 
on and off unnecessarily. Never do this when you want to 
change from one program to another. Instead, press the 
BREAK key (or the RESET button) and type in NEW to 
erase the existing program from memory. 


VIC 20 


The second personal computer you’re going to take a 
look at is less sophisticated and versatile than System 80 
but sells for less than half the price. The VIC 20 is reallya 
combination super game player/ baby computer. It has 
enormous appeal to the many people who want more 
than just an ordinary game machine as well as the facility 
to practise computer operations which don't require 
extensive memory and other very advanced features 
found on more expensive computers. 


SSS 


SS 


a 


The Vic 20 ready to go! 


What Is The Difference Between A Game Machine 
And A True Computer? 

A computer always has a fullsize typewriter keyboard, 
not just a small calculator-type pad which can be difficult 
to use. A computer can always use floppy disks (see 
Chapter 7) as well as cassettes, whereas many game 
machines can only operate cassettes. The machine lan- 
guage is always built into a computer in the manufactur- 
ing process so there is no need to pay extra for an 
‘extended’ computing language as is the case with some 
game machines. 

The most obvious difference between the two types of 
machines is that you can use your computer in all of the 
fascinating ways described in Chapter 3, and not just asa 
game machine. 


A Colour Machine 

This particular computer displays in colour either ona 
video monitor or on the screen of a standard colour TV 
set. 

The same basic operating procedures that have already 
been explained for System 80 also apply to VIC. This 
computer does not have an in-built cassette player but it 
1s Just a simple matter of plugging an external one directly 
into the back of the computer which can be connected 
either toa TV set ora video monitor. It also has sufficient 
built-in expansion features to let the system ‘grow’ with 
the user as his or her knowledge and requirements 
become more demanding. 

The Keyboard 


Apart from the standard letters and numbers the VIC 
keyboard is different from System 80. 

A quick run through the uses of the various keys will 
also give you a good idea of the machine’s capabilities. 


Graphics And The Commodore Key 

When you turn on the computer you are automatically 
in ‘graphics’ mode which means you can type upper case 
letters and the more than 60 graphics you see on the keys. 
There are two graphics on each key. To get the graphic on 
the right side, simply hold down the SHIFT key and type 
the graphic you want. To get the graphics on the left side, 
hold down the COMMODORE key (the little flag). In 
this way, you can type upper case letters and the full 
graphics set at the same time. 


Upper/Lower Case And Graphics 

To get into the ‘text’ mode you simply press the SHIFT 
AND COMMODORE keys together. This lets you use 
the computer like an ordinary typewriter, with full upper 
and lower case letters, plus all the graphics on the left side 
of the keys. These are the graphics that are most suited for 
charts, graphs and business forms. 


Colour 

You can change the colours of the characters you type 
by pressing the CTRL key and one of the 8 colour/ 
number keys. The colours are black, white, red, cyan, 
purple, green blue and yellow. You can set — and change 
— colours inside or outside a computer program. In 
addition to the eight character colours you can also 
change the colours of the border and screen on your 
television or monitor set by typing a special command 
called a ‘POKE’. You can get up to 255 different combi- 
nations of screen and border colours, including 16 screen 
colours and 8 border colours. 


CTRL 
As well as being used to set character colours this key is 


70 


also used to execute special commands in certain pro- 
grams such as wordprocessing. 


SHIFT 


If there are two symbols, numbers or words ona single 
key, pressing the SHIFT key at the same time as that key 
will display or perform the function of the top symbol, 
number or word. 

The keyboard has two SHIFT keys and a SHIFT 
LOCK key, just like a typewriter, for typing long strings 
of upper case letters or graphics. 


RUN/STOP 

As its name implies, this is to start or stop a program 
running. If you stop a program and want to resume it 
where you left off, you can type CONT and the program 
will ‘continue’. 


RVS ON and RVS OFF 

These two keys let you type reverse characters on the 
screen. For instance, white on black instead of black on 
white. 


CLR/HOME 

This key moves the cursor to the ‘home’ position at the 
top lefthand corner of the screen. If you press SHIFT and 
CLR/HOME you ‘clear’ the screen of all the characters 
that were present. 


INST/DEL 
An editing key which lets you insert or delete 
characters. 


RESTORE 

This is a ‘reset’ key. If you type the RUN/STOP key 
and the RESTORE key together, you completely reset 
the computer as if you just turned it on... with the benefit 
that any programs you had in the memory are retained 
and can be listed or run from the start. 


CURSOR KEYS 
These move the screen cursor up, down and sideways. 


71 


RETURN 
This key serves the same purpose as NEW LINE in 
System 80. 


PROGRAMMABLE FUNCTION KEYS 

The ‘function’ keys are in a vertical row on the far right 
side of the keyboard. There are four keys and (if you shift 
them) a total of eight functions. When a program is 
running in the computer, it can ‘look’ to see if one of these 
keys is being pressed — and do special things if one is 
pressed. 


This chapter has been designed as an outline guide to 
the fundamentals of personal computers. The system can 
be considerably expanded as you'll find out in Chapter 7. 
No, it doesn’t get more complicated — it just becomes 
more flexible and allows you more options. 


72 


Chapter 


O 


The Range Of Ready 
Made Programs 


THE RANGE OF READY MADE PROGRAMS 


The programs listed and summarized in this chapter 
are just the tip of the software iceberg. There are 
hundreds and hundreds more available, with new ones 
becoming available daily. The purpose of this general 
listing is simply to give you an eye-opening indication of 
the great variety of software in many different areas of 
interest. 


Remember, software and hardware must be compati- 
ble — in other words, they have to be able to communi- 
cate with each other in the same language. So, before you 
buy a program, always check that it will suit your particu- 
lar personal computer. 


The software listed here is all suitable for use on Sys- 
tem 80 computers. A similar range of software is availa- 
ble for the VIC 20. 


GAMES 


Computer games have varying degrees of difficulty 
ranging from fairly simple hand/eye co-ordination 
movements to complex decision making/role playing 
games which really tax your brainpower and your mani- 
pulative skills. 


Some individual games have various skill levels built 
into the program. You are offered a choice of novice, 
average or advanced levels, and asked whether you'd like 
to play fast or slow. 


BATTLE STATION 

The aim of the game is to defend your space station 
against the four attacking alien space ships. Cassette. 
Needs 16K of RAM. $19.95. x-3596 


74 


GHOST HUNTER 

You have to find your way through a ghost-filled maze, 
eating dots as you go. If you’re too slow the ghosts will 
get you — but if you’ve managed to eat a ‘power pill’ 
you'll get the ghosts! Cassette. Needs 16K of RAM. 
$19.95. x-3597 


KILLER BEETLES 

Pit your skills against the killer beetles. You have to dig 
traps and when a beetle falls in — you bury him. The 
problem is: they don’t stay buried! Cassette. Needs 16K 
of RAM. $19.95. x-3598 


SPACE SHOOT OUT 

A game for two players. Your aim ts to fire your 
missiles through the meteorite belt to destroy the other 
space ship. Cassette. Needs 16K of RAM. $19.95. x-3599 


75 


LUNAR LANDER | 

You are the commander of a Lunar Lander whose auto 
pilot has failed. It is your job to safely land the craft over 
difficult terrains while maintaining a watchful eye on your 
fuel load. Of course, once you have successfully landed, 
the trick is to get out again. Cassette. Needs 16K of RAM. 
$19.50. x-3691 


GALAXY INVASION 

You have to destroy the invaders and save the Earth — 
but beware of roving flagships! Cassette. Requires 16K of 
RAM. $19.50. x-3693. 


COSMIC FIGHTER 

Again, your aim is to destroy the alien invaders ... but 
in this version of the game once you have destroyed the 
aliens they all reappear ... and you have to kill them all 


76 


over again. This time around alien destruction requires 
two hits. If you make it through, you then have to hit 
them three times for an effective kill. A Mother Ship 
provides refuelling and the menace of ever present flag- 
ships adds to the excitement of this hard and fast game. 
Cassette. Needs 16K of RAM. $19.50. x-309s 


METEOR MISSION 11 

Your mission is to rescue stranded astronauts from the 
planet below. You must manoeuvre your craft through 
the meteor belt to land, pick up and return the astronaut 
safely to the orbiting Mother Ship. To make life harder, 
the more astronauts you rescue, the more floating mete- 
ors appear! Cassette. Needs 16K of RAM. $19.50. x-3697. 


GALACTIC EMPIRE 
A sophisticated game of strategy and tactics. Your 


object is to unify the galaxy. Cassette. Needs 16K of 
RAM. $19.95. x-3679 


77 


GALACTIC TRADER 

The second of this now famous Galactic series. Your 
objective is to make a fortune trading commodities 
throughout the galaxy. Playing time is twenty minutes to 
five hours, with ten levels of difficulty. Cassette. Needs 
16K of RAM. $19.95. x-3678 


GALACTIC REVOLUTION 

The third of the Galactic series. Diplomacy, social 
manipulation and Machiavellian ruthlessness must be 
combined to bring the major power blocks of the galaxy 


together to serve your ends as you lead the revolution (or 
suppress it!). Cassette. Needs 16K of RAM. $19.95. x.3677 


TAVALA’S LAST REDOUBT 

The cruel Tavala has been forced from his throne in the 
world of Galactica and has fled for his life to the planet of 
Farside where he and his band of rogues plan their last 
stand. Extreme solar conditions have isolated Farside 
from the rest of the galaxy, so it 1s left to Berthi, the 
Farside leader, to make the final assault on Tavala. 
Cassette. Needs 16K of RAM. $19.95. x-3676 


BETA BLITZ 

Put yourself in the pilot’s seat as youapproach a city on 
a high-speed bomb run. Your mission is to destroy the 
enemy’s ground installations. Naturally, the enemy will 
respond with rapid fire anti-aircraft guns and fighter 
planes — they can mount a formidable attack! Cassette. 
Needs 16K of RAM. $14.95. x-36s3 


STAR WARRIOR 
One of the popular ‘Adventure’ games; the scenery is 
set as woodland and mountain terrain. Utilising good 


78 


graphics and various levels of play, your aim is to hunt 
down the military governor of ‘Fornax’, and to destroy 
the installation in which he is found. Nineteen command 
options are available. Cassette. Needs 16K of RAM. 
$39.95. x-3643 


TREK 78 

The classic computer game based on the popular TV 
series Star Trek. This game provides continuous ‘status’ 
reports. Your aim is to destroy the enemy and save the 
galaxy. Cassette. Needs 16K of RAM. $12.95. x-36u 


POKER PETE 

Like to play a game of poker with Pete? He’s a pretty 
shrewd player — hard to beat, though it can be done. This 
program has some quite intriguing graphics. Needs 16K 
of RAM. $15.95. x-366«. | 


3D TIC TAC TOE | 
The familiar ‘noughts and crosses’ game, expanded and 
made much more challenging. There are four grids on the 


79 


screen, one behind the other. You play the computer — 
but watch out — it’s shrewd! Cassette. Needs 16K of 
RAM. $17.95. x-367 


SUPER MAZE 

The maze game to end all maze games. It can generate 
mazes of up to 100 x 100 elements — and it can take you 
many hours to find the way out! Cassette. Needs 16K of 
RAM. $17.95. x-37 


FLIGHT SIMULATOR 

A surprisingly good simulation of flying a small plane 
— has excellent real time graphics. Learn basic flight 
control, including take-offs and landings, then play the 
exciting British Ace 3D battle game. Cassette. Needs 16K 
of RAM. $34.90. x-3684 


SIMUTEK PACKAGE ONE 

Five space fantasy games in one package. Graphic- 
Trek 2000, in which you try to dock the Enterprise with 
its giant space station while avoiding Klingon torpedoes 
and phasors (really good graphics). Invasion Worg, 
where your job is to stop the Worg invasion of Earth 
(multi-level game). Star Wars — where you must 
manoeuvre your space fighter deep into the nucleus of the 
Death Star, plant your bomb then escape via the only 
exit. Space Target — a real-time space battle game with 
impressive graphics. Saucers — a fast action graphics 
game which calls for split-second responses! Cassette. 
Needs 16K of RAM. $17.95. x-368s 


DEATH TRAP 

How’s your co-ordination between eyes and hands? In 
this fast moving real-time graphics game you have to 
control the motion of a constantly moving point on the 
video screen, and avoid randomly-appearing ‘mines’ until 
an ‘escape window’ appears. You can’t cross your own 
trail, or hit the sides of the screen either. If you escape, 


80 


you get further tries — only it gets tougher! Cassette. 
Needs 16K of RAM. $9.95. x-3688 


SPACE INVADERS 

The ever-popular arcade game that has become a cult. 
Can you shoot down the aliens before they destroy you 
and the Earth? Cassette. Needs 16K of RAM. $9.95. x-3699 


TEMPLE OF APSHAI 

This is the first of the remarkable ‘Dunjonquest’ series 
and is one of the new breed of role playing games. “Tem- 
ple’ offers you the chance to undertake heroic acts in a 
labyrinth filled with treasures, traps and monsters. You 
begin your adventures by bargaining with a tight-fisted 
innkeeper for the weapons and armoury you'll need in the 
Dujon. Cassette. Needs 16K of RAM. $39.95. x-36«1 


HELLFIRE WARRIOR 
Another of the ‘Dunjonquest’ series set in mediaeval 
times. You commence by arming yourself with various 


8] 


weapons which may be purchased (bartered for) and you 
are endowed with varying degrees of intelligence, ego, 
intuition, strength and constitution. 


Various levels of play are available with the goal being 
to rescue the warrior maid Brynhild and return to ‘the 
world above’ with her. Beware! Forty three monsters 
await your every step — but some may be able to help 
you. Traps, secret doors and treasures await the player. 
Cassette. Needs 16K of RAM. $39.95. x-360 


RESCUE AT RIGEL 


You’re Sudden Smith, the intrepid space adventurer, 
and your beautiful friend Delilah Rookh has been cap- 
tured by the evil High Tollah inside a secret base on the 
moonlet Rigel! You have to pick your way through the 
various levels of the base, overcome the Tollah and his 
cronies and escape with Delilah. The most impressive 
program in the ‘Dujonquest’ series. Cassette. Needs 16K 
of RAM. $22.50. x-36«9 


82 


CRUSH, CRUMBLE AND CHOMP 


This movie monster game gives you a chance to 
recreate just about any monster movie ever made. Only 
this time you write the script. You direct the action. And 
you get to be the star —the rea/ star — the monster! 


Choose from six different monsters and let loose the 
beast within you ... breathe fire, terrorize whole cities 
(you have a choice of New York, San Francisco, 
Washington DC and Tokyo) and snack on a horrified 
populace. 


But wait! The National Guard is out to get you. Even as 
you read this a secret weapon is being readied against you 
by mad and skillful scientists. Are you truly prepared to 
face helicopters, tanks, artillery, and more, driven by 
those who are literally dying to get you? Cassette. Needs 
16K of RAM. $29.95. x-3650 


(This is one of my favourite games — it really tests your 
mental and physical skills.) 


83 


AIR TRAFFIC CONTROLLER 

If you have ever wondered why air traffic controllers 
are so highly paid, this game will show you. Your task is 
to safely manoeuvre 26 aircraft between two airports 
and/or various points within your control ‘area’. A time 
limit of 99 minutes is allowed for completion of the task. 


If you can plan ahead, it could lead to a new career! 
Cassette. Needs. 16K of RAM. $12.50. x-3s: 


ASYLUM 

This is the latest ‘role-playing’ game, in which you have 
to escape froma padded cellin the asylum. Many items to 
help you can be found along the way, and the use of 
ordinary English commands will determine your ability 
to survive — but you'll need plenty of patience! Cassette. 
Needs 16K of RAM. $19.50. x-3687 


84 


EDUCATIONAL 


The computer is quickly becoming recognised as a 
valuable educational tool for both adults and children. 


of 


MUSICAL COMPUTER 

Written by an experienced music teacher, this program 
helps the beginner learn to read music and find notes on 
the piano keyboard — quickly and easily. Cassette. 
Needs 16K of RAM. $34.95. x-3640 


SPEED READING COURSE 


A set of programs on two cassettes to help readers of all 
ages improve their reading skills. Written by a NSW 
primary school teacher, the programs have been deve- 
loped from the West Australian Reading Development 
Scheme. The four programs correspond to the first four 
levels of the WARDS course, but can be set for reading 
speeds as high as 0.1 seconds per line. Needs 16K of 
RAM. $19.95. x-3602 | 


TYPING TUTOR 

A program that teaches you to touch-type. Claimed to 
teach typing skills faster and more efficiently than any 
other method, and has been widely acclaimed by business 
colleges. The program monitors your typing skill contin- 
uously, by checking the speed of response, and adjusts 
your progress to suit. Cassette. Needs 16K of RAM. 
$19.95. x-3682. 


85 


LEARNING FUN 1 — SCURVE INVADERS 

A unique program that combines basic maths drill with 
the ever-popular “Space Invaders’ game — practising 
maths has never been so much fun! Before being able to 
take each shot with the laser gun at one of the dreaded 
Scurves, the player has to feed in the ‘correct data’ to the 
spaceship’s computer. Tremendous fun, yet at the same 
time very effective in developing proficiency in maths. 
Sound effects, three levels of difficulty. Cassette. Needs 
16K of RAM. $9.95. x-3694 


LEARNING FUN 2 — 
HANGMAN/CONCENTRATION 


Two programs which are not only great fun to play but 
also help to increase familiarity with words. Hangman is 
the computer version of the well-known word guessing 
game — complete with an animated graphics ‘man’ get- 
ting hanged. The words can be chosen by either the 
program, or a second player. 


Concentration is the computer version of the well 
known TV quiz game. Two players or teams have to 
match prizes behind numbers on the screens, then guess 
the mystery food word. Cassette. Needs 16K of RAM. 
$9.95. x-3696 


LEARNING FUN 3 — ALPHABET 
COUNTDOWN/RHYME TIME 


Alphabet Countdown is a real time graphics game in 
which sets of words taken at random from a large group 
must be placed in alphabetic order, in the shortest possi- 
ble time. It has three levels of difficulty. 


Rhyme Time displays a'series of unfinished rhymes, 
and the player has to type in the missing word from the 
clues given in the rhyme itself. There is no timing factor, 
but after each rhyme the player’s current percentage cor- 
rect is displayed. Cassette. Needs 16K of RAM. $9.95. 


X-3698 


86 


BUSINESS 


These programs have either been adapted to or written 
specifically for Australian business conditions. 


GENERAL LEDGER SYSTEM 


e @PEX ELECTRONICS CO. DATE:- 26/27 @1 e 
POSTING SUPARY POE 1 

e BATCH 1ACCOUNT: ENTRY OR DETAIL 'DR: : @ 

ITEM 8 NUMBER! IDENTIFICATION CRs VALUE 1 
SSNS OS OF 8088 SSS SES EE 6 OSE OSS SES SSSSSSE BOSS SSUS Sess eee esseeEsss 

@ ’ 2? ES ICR: 2,000.00: @ 
8 33 'CREDIT SALES tCR: 1,000.00: 
8 t tT 2DR: 1,000.00: 

@ ’ 94 ICREDIT SALE COST tOR 94,06: @ 
i 75S INTEREST RECEIVED :CR: 125.00: 
t ’ tOR 69.001 

@ 8 361: CACCOMODAT TON IDR: 145.068 @ 
1 1660 sR 1DRt 16911.008 

@ : DEBTORS TY 1,000.00: e 
t 1708 tSTOCK ON HAND tDRi -1,094.06: 

@ DEBIT TOTAL 3,125.00 e@ 

CREDIT TOTAL 3125.00 ; 


Designed to overcome time consuming manual entry, 
calculation and reporting methods. The package will let 
you know exactly how your business is running, and 
provide the necessary information to make ‘business 
decisions’, based on accurate reports, as to your com- 
pany’s status. | 

Comes with a comprehensive manual. Disk. Needs 
32K of RAM, two disk drives and an eighty column 
printer. $299.00. x-3752 


STOCK CONTROL & PRICING SYSTEM 

Handles up to 1200 stock lines and offers many fea- 
tures like Australian Sales Tax option, fast machine lan- 
guage sorting, the ability to produce up-to-date price lists 
at any time, a facility to print out stock count sheets and 
compare counts with ‘on-hand’ figures. Disk. Needs 32K 
of RAM and 2 disk drives. $275.00. x-3750 


ACCOUNTS RECEIVABLE 
This package gives you the vital information concern- 
ing the ‘heart’ of your business, i.e. cash flow. At a glance 


87 


you can tell who owes you what, how much and for how 
long, thus allowing you to. make important decisions 
affecting your business. 

Information that can take days to produce 1s available 
to you in minutes. Your company’s financial status is at 
your fingertips, with reports such as the Trial Balance, 
Debtors Ledger and Posting summaries. Disk. Needs 
32K of RAM, two disk drives and an eighty column 
printer. $299.00. x756 


WORP-1 WORD PROCESSOR 

A low cost, easy to use basic word processor. Handles 
1300 words/9000 characters at a time, features automatic 
text wrap-around, character-orientated insert and delete 
edition, optional justified printing. Needs 16K of 
memory. Cassette. $59.50. x-37s8 


WORP-9 PROFESSIONAL WORD PROCESSOR 

A powerful professional word processor system which 
is very easy to use. Written in Australia it provides unlim- 
ited text insertion, the ability to print mailing labels and 
to merge a name and address file with a standard form 
letter. Disk. Needs 32K of RAM and at least one disk 
drive. $299.00. x-3761 


INVOICING 

An invoicing program for the small business, making it 
much easier and faster to produce invoices from mail or 
telephone orders. Calculates tax if required, also handles 
credit notes. Can be used either by itself, or with the 
Stock Control and Pricing System (which lets it automat- 
ically update stock levels as goods are sold). Disk. Needs 
32K of RAM, 2 disk drives and a printer. $199.00 x-3751 


DATA FILE MANAGER (DATFILE) 
A program which lets you computerise virtually any 
data file currently oncards, etc. Membership and mailing 


88 


lists, client and customer details, product information — 
you name it. Datfile lets you call them up on the screen, 
add new entries, make changes, sort all entries, select by 
category, print out and so on. Disk. Needs 32K of RAM 
and at least one drive. $99.00. x-370 


GENERAL 


LIGHT PEN DEMO CASSETTE 
Provides two demonstration programs to get you 
started with a low cost Light Pen. One side hasa Noughts 


and Crosses game (also known as Tic-Tac-T oe), the other 
has a simple ‘Menu’ program to show how you can use 
the Light Pen with your own programs. Suits both 4K 
and 16K machines. $11.95. x-3647 


SKETCH-80 

Use your Light Pen to ‘draw’ on the screen of your 
computer. This machine language program lets you make 
a drawing, modify it, store it away in memory, recall it — 
even save it on cassette or disk. Fascinating and educa- 
tional. Cassette. Requires 16K of RAM. $17.95. x-36a 


89 


SOUND-OFF 

This package provides all you need to enter the exciting 
world of computer sound effects and music synthesis. 
There is a demonstration sound effect program plus a 


program to let you add sounds to your own programs. 
Cassette. Needs 16K of RAM. $14.50. x-3648 


SHAREMARKET ANALYSIS 

A very useful program for anyone who invests in the 
sharemarket. It lets you store the selling price variations 
for up to 45 shares (or indices), and produce either a 
‘normal’ or ‘three point reversal’ point and figure chart 
for any share or index whenever you wish. Much faster 
than manual charting, and more flexible because you can 
chart using any desired sensitivity! Disk. Needs 32K of 
RAM, | disk drive. $49.50. x-3765 


COMMUNICATIONS TERMINAL PROGRAM 

This program lets you turn the computer into a com- 
munications terminal, so that you can use it to obtain all 
sorts of valuable information from the big ‘data base’ 
computers via your telephone. To use it your computer 
must have an ‘RS-232C Communication Port’ card, and 
an Acoustic Coupler Modem to connect to the tele- 
phone. Cassette. Needs 16K of RAM. $9.95. x.3766 


AUSTAX 82 | 

A unique Australian-designed program written in 
association with the Australian Taxation Department 
and with the assistance of qualified tax specialists. It will 
guide you through the complete tax form (Form S), 
making sure that you don’t miss anything, and checking 
your figures so that they don’t exceed allowable amounts 
etc. Then it performs a complete calculation of your tax, 
and gives you a summary so that you can transfer it to 
your return. If you have a printer, it will print out the 
summary so that you can attach it to your return as well. 
Cassette. Needs 16K of RAM. $29.95. x-3762 


90 


ELECTRONIC SHOPPING 

An exciting new program which lets you use your 
computer to access the Electronic Shopping computer at 
Dick Smith’s head office, in Sydney, using your tele- 
phone from anywhere in Australia (or even overseas). 
Lets you call up our computer, and either send in an 
order, or call up any of the many ‘pages’ of useful infor- 
mation which are available. Be one of the first to enter the 
exciting era of electronic shopping! Disk. Needs 32K of 
RAM. $5.00. x-3764 


EDITOR/ASSEMBLER PLUS 

A complete package for developing assembly/ machine 
language programs. Has a text editor for preparing 
source code, a powerful macro assembler for translating 
the source into machine or ‘object’ code, and a very 
flexible debug program to allow troubleshooting and 
analysis of programs in memory. The debug program can 
be used alone if desired. Cassette. Needs 16K of RAM. 
$39.95. x-3680 


Z-80 DISASSEMBLER 

A program which produces an assembly language list- 
ing from Z80 machine code stored in memory. Very 
handy when you are trying to analyse machine language 
or programs, to find out how they work (or why they 
don’t!). This one is actually written in BASIC, and pro- 
vides an ASCII decoding function as well as the mne- 
monics — so you can spot stored messages, etc. Cassette. 
Needs 16K of RAM. $17.95. x-3690 


OS/80 (MICRODOS) 

A low-cost disk operating system for systems which are 
running from | to 4 disk drives (either 35 or 40 track). A 
really easy to use DOS, designed especially for business 
and professional use. It communicates with the user and 
with user programs entirely by BASIC commands. 


91 


It has five utility programs on the disk (disk file 
number, utility for formatting/ backup, etc. disk diagnos- 
tic program, ‘patch’ program for updating the DOS itself, 
and a simple data file program). Needs at least 16K of 
RAM and one disk drive. $35.00. x-35ss 


NEWDOS/8@ VERSION 2.0 | 

A very powerful disk operating system for the more 
advanced programmer. It provides virtually every func- 
tion and facility which could be needed by even profes- 
sional software development engineers. Comes complete 
with a very comprehensive user manual, which is updated 
by the publisher if you register as a user. Disk. Needs at 
least 32K of RAM and one disk drive. $199.00. x-s56s 


TINY PASCAL 

Write and run your own programs in Tiny PASCAL 
which has most of the basic statements and procedures of 
full PASCAL. — _ supports recursive procedure/ 
functions, global and local variables, if-then-else-then, 
peak and poke, while, for, repeat/ until and graphics. 
Cassette. Needs 16K of RAM. $49.50. x-3670 


PASCAL COMPILER VERSION 3.0 

This program provides the computer with a full-scale 
version of the popular PASCAL programming language, 
featuring syntax error checking, access to the computer’s 
normal graphics and random number generator. And 
because it compiles your PASCAL programs directly 
into computer language, they run very much faster than 
BASIC programs. Disk. Needs 32K of RAM, at least one 
disk drive, and NEWDOS/80. $239.00. x-366 


OS-80 MACHINE LANGUAGE UTILITY 

A utility which is used to adapt OS/80 (MICRODOS) 
so that it can save and load machine-language programs 
on disk. $39.50. x-ss60 


92 


Z-BASIC COMPILER 

Lets you compile your BASIC programs, so that they 
run up to twenty times faster than with the ROM inter- 
preter. Disk version, but comes oncassette so you can use 
it with the DOS of your choice. Needs 16K, but can 
handle larger programs if you have 32 or 48K: $99.00. 


X-3570 


SOME COMMON BASIC PROGRAMS 


Saves keying in the programs by hand. All sorts of 
handy programs in BASIC: investment, statistics, tax 
calculations, costing etc. Use the programs as they stand, 
or adapt them to do what you want. $19.50. x-366 


MMS FORTH V-20 

A really well written implementation of the new 
FORTH programming language. You can customise and 
expand FORTH into virtually any language you need — 
yet it runs from 10 to 20 times faster than ROM BASIC. 
Disk, with its own DOS (written in FORTH). Minimum 
16K of RAM and one disk drive. $85.00. x-366s 


MEMORY AND DISK DIAGNOSTIC 

A very handy program which lets you run basic trou- 
bleshooting tests on your System-80 computer’s internal 
memory, and its disk drives and controller. Lets you 
check them out yourself if you suspect a hardware fault. 
It can save you a lot of time and money, stopping you 
from sending the equipment back for service when it isn’t 
really to blame! Easy to use, it runs a comprehensive set 
of tests on both of these important parts of the machine. 
Disk. Needs at least 16K of RAM. $15.95. x.373 


BASIC PROGRAM SERIAL LOADER 

A program written especially to help schools, colleges 
and others to transfer BASIC programs directly from 
other computers (like the Apple II) into the System-80 


93 


computer, via the RS-232C serial interface. It therefore 
saves all the effort of re-keying the programs into the 
System-80, although the user still has to make any 
changes to syntax that may be required before the pro- 
gram will runcorrectly. Cassette, comes in three versions: 
for 16K, 32K or 48K of RAM. Requires the RS-232C 
serial interface option. $19.50. x-3689 


For Adults Only 
INTERLUDE 


LS 7 cae ee vo 4 
\\ \ N 


‘ail 


W 
ee a wm -@w =. 
ee ad - — ed 
<< 


A game for \ only. How’s your love life — getting 
a little dull? When the kids have gone to bed, run this 
program on your broad-minded computer and it will 
come up with some imaginative ideas for the rest of the 
evening ... Warning: not a program for those who are 
offended by explicit descriptions of sexual behaviour. 
Cassette. Needs 16K of RAM. $22.50. x-367s 


has 

Yv 
2. 

© 
ai 
Cd 


O 


Expanding The 
System 


EXPANDING THE SYSTEM 


In order to expand your basic computer system you 
need peripherals. A peripheral (the ‘ph’ is pronounced ‘f’ 
as in photo) is simply an ‘attachment’. 

If you are buying a food processor the manufacturers 
offer you a choice of attachments which you can add to 
your basic machine so that it can perform additional 
functions. The situation is exactly the same when you are 
buying a computer — but instead of calling the extra 
gadgets by the simple term ‘attachments’, computer jar-- 
gon uses the fancy word ‘peripherals’. 

Taking the same analogy into the world of motor cars 
... they are sold as the basic model or come with ‘extras’, 
that is, attachments or peripherals. (Somehow I don’t 
think that word will ever catch on down the Parramatta 
Road.) 

Therefore, any part of your computer set up which is 
outside the all-in-one keyboard/memory/ processing 
unit is a peripheral. Strictly speaking even a built-in 
cassette player is a peripheral since it is not part of the 
computer itself. The video monitor or normal TV screen 
also falls into peripheral category. But let’s take a look at 
some more interesting (if less basic) peripherals. 


ipherals including an expansion unit, 
two disk drives and a dot matrix printer ... all discussed and explained in 
this chapter. 


96 


EXPANSION UNIT 

This is a rectangular box-shaped device that is plugged 
in to the rear of the keyboard and sits neatly behind it ona 
desk or table. The unit has various sockets through which 
other peripherals can be connected to the computer. The 
System 80 expansion unit has the widely accepted indus- 
try standard S-100 connection system, allowing you to 
expand in almost any way you wish using compatible 
products available from hundreds of manufacturers 
around the world. 


Lifting the lid off an expansion unit. Inside are all the components which 
connect to various peripherals to expand the capabilities of your computer. 


A SECOND CASSETTE 

A second cassette player, in addition to the one built 
into the computer, can be interfaced (connected) to the 
main unit via the expansion unit. 


DISK DRIVES 
The only method of running and storing programs that 
has been discussed in detail so far is the use of magnetic 


97 


tapes activated in a cassette player. Now it is time to 
introduce the magnetic floppy disk — a small, flexible 
disk which looks very much like a 45 rpm record inside a 
cardboard sleeve. A floppy disk is revolved in a unit 
called a disk drive which, to continue the music analogy, 
is the approximate equivalent of a turntable. 

The disk drive itself is a neat rectangular unit with a 
vertical or horizontal slot (rather like a letter box) into 
which the disk is inserted. On insertion the disk engages 
and is revolved in the disk drive at about 300 rpm. As with 
tapes, information 1s magnetically written on, stored on 
or read from the disk. 


A disk drive with floppy disks. 


A disk drive works a little like a record player. The 
read-write head moves across the disk tracks and picks up 
or stores information. There is, however, a basic differ- 
ence between a disk drive and a record player. The tracks 
on a disk are concentric circles, each one separate from 
the others. They don’t spiral towards the centre like the 
grooves on a record. Each track is divided into 10 sectors 


98 


so that the computer can find the data required by locat- 
ing the track and sector numbers of its storage place. 
(Another difference between a computer disk anda regu- 
lar record is that the floppy disk stays in its.sleeve & 
rotates inside it — so don't try to get it out!) 


How a disk drive works. 


A disk drive is faster and more efficient to use than a 
cassette player. It is also more expensive — understanda- 
bly. The computer’s read-write head (an electromagnetic 
head which reads or writes on disk or tape) finds the 
desired segment on a disk far more quickly than ona tape 
which has to be mechanically rewound before the desired 
section can be located. A typical program taking a good 
few minutes to load via tape will load in a matter of 
seconds via disk. 

Disk drives are recommended for serious business use 
or by the keen enthusiast. 


READING/.WRITING 


When a disk drive or cassette recorder is transfer- 


ring data to the central processing unit (CPU) it is 
reading the data. When it is transferring it out of the 
CPU, it 1s writing the data. 


99 


PRINTERS 

These are the output devices that print out the results 
of the computer’s work on paper. A printout of a file is 
called a hard copy of that file. There are two main types of 
printers. 


Dot Matrix Printer | 

This type of printer uses a series of dots to create the 
characters you see on the page. It is fast but generally has 
limited print quality. 


A dot matrix printer. It prints on standard fan-fold sprocketted paper up to 
240 mm wide at 125 characters per second. eg 


Daisy Wheel Printer 

This uses a variety of interchangeable daisy wheels 
¢which work like the golf balls in an electric typewriter) to 
type the characters on the page. A daisy wheel printer is 
often slower than the dot matrix printer-but produces a 
much more attractive result and is recommended for 
word processing work. . 


100 


ty 


A daisy wheel printer which produces sharp, clean copy suitable for word 
processing. 


LIGHT PEN 

This is a very inexpensive peripheral which can add 
another dimension to your computer entertainment or 
serious use. The pen actually ‘sees’ darkness and light. 
When it is touched to the screen the display can be altered 
or erased. The pen can also be used to make sketches or 
produce graphics on the screen. 


101 


MUSIC SYNTHESISER UNIT 

This gadget opens the door to the uniquely different 
and special world of computer sound. The unit itself is a 
small box about 10 cm square that plugs into the back of 
the keyboard unit enabling the computer operator to 
generate music via a normal amplifier. In effect, you can 
become a composer using both single notes and chords, 
even if you can’t play an instrument! 


A music synthesiser. The sockets, at left, are hooked up to a normal stereo 
amplifier. 
SPEECH SYNTHESISER UNIT 

This remarkable device has really beneficial applica- 
tions for handicapped people — the blind, the deaf and 


Se: SSAA 
‘ SSSA 


102 


the physically disabled. Letters or words can be typed on 
the computer’s keyboard and they are then spoken aloud 
via the synthesiser unit. 


ACOUSTIC COUPLER MODEM 

A unit which enables you to.connect your business 
computer to your normal household telephone. Jn this 
way you can communicate with any other computer any- 
where in the world using the regular Telecom phone 
system. 


Within the time span of a few seconds, without leaving 
your own home, you can... 


103 


‘@ Search the files of leading overseas newspapers 

® Call up the very latest stock exchange, interest and 
currency exchange rates from overseas 

e Scan extracts of the latest research reports in any of 
hundreds of fields including science, medicine and 
engineering 

® Communicate via the latest electronic mail 
techniques 

e Link up with overseas data banks 

Over the last few years huge data bank services have 
been established in the USA and other countries. 
Hundreds of different data banks have been set up by 
research bodies, universities, newspapers, hospitals, 
stock exchanges and all kinds of public institutions. 

All of this stored information is available (for a fee — 
see over ) to anyone with a low cost personal or business 
computer. MIDAS (Multimode International Data 
Acquisition Service) offers this service to people any- 
where in Australia — providing they have access to a 
telephone. And the cost is the same whether you live in 
Sydney, Perth or Alice Springs. 


This small business computer has direct access to worldwide data banks via 
the acoustic coupler modem attached to a normal telephone. Unfortunately, 
this businessman is not using the coupler correctly. Can you spot the error? 
See page 108 for clues. 


104 


In order to link a System 80 personal computer with 
MIDAS you require a communications terminal pro- 
gram. The business version of the same computer already 
has this program built into it. 


What Is MIDAS? 

MIDAS is an international data communications link 
operated by OTC (Overseas Telecommunications Com- 
mission) which allows Australians to connect into the big 
overseas data base networks and enjoy the facilities avail- 
able to users in the USA and Canada, and shortly in the 
UK and Europe as well. You connect to MIDAS by 
dialling a special telephone number in Sydney. Calls to 
this number are toll-free from anywhere in Australia, due 
to a special agreement between OTC and Telecom Aus- 
tralia. Asa MIDAS subscriber you pay only for the time 
you spend hooked up on the data link itself, regardless of 
whether you live in Sydney or on the other side of the 
continent. 


How Much Does It Cost? 

Because OTC is using specially developed equipment 
which lets many users ‘share’ the satellite link at the same 
time, the cost is shared out too. You pay only around 20. 
cents per minute, plus 60 cents for each 1000 characters of 
information obtained. This is generally less than you’d 
pay for an overseas telex, cable or telephone call. 

Of course MIDAS itself only provides the link over- 
seas — you still have to pay for the use of the various data 
banks themselves. Like MIDAS, these generally charge 
at quite modest rates. Typical rates vary from 60 cents to 
$1.50 per minute. 


Security 

Could someone use your computer when you're not 
there and run up a huge bill on your account? Not unless 
you let them. When you register as a MIDAS user, you 
are given details of the special MIDAS telephone number 
together with your own special security password and 
user code number. Without having these, no unautho- 


105 


rised person can use either your computer or their-own to 
run up a bill on your account. 


Is It Difficult To Use? 

No — all you have to do 1s remember your password 
and user number. Of course you also have to know how 
to use the data bases you want to search, but you get 
details on how to do this when you register with them. 


How To Get Started 

The first thing you need to do is contact the Customer 
Systems Manager, Marketing Branch, OTC, at GPO 
Box 7000, Sydney NSW 2001, or telephone (02) 230 5000, 
and ask fora MIDAS application form and information. 
If you let them know your occupation and the sort of 
information you’d like to obtain by using MIDAS, OTC 
may also be able to tell you which data bases are likely to 
be of value to you, and how to register with them. If you 
have a range of specialised interests, they may be able to 
send you a directory for one of the data base networks. 

Registering with MIDAS itself will cost you nothing. 
This is also the case with many data bases. Although 
some do charge a small registration fee, in general, you’re 
charged only for your use of the services they provide. 
You're not committed to any minimum time, either. 

Once youre registered, using MIDAS 1s very easy. You 
simply set your business computer for communications 
terminal mode, dial up the MIDAS number, and join 
your acoustic modem up to the telephone handset as 
soon as you hear the tone. You then hit the ‘A’ key to let 
MIDAS know what sort of a terminal you’re using. From 
then, MIDAS itself guides you on the screen, and within 
seconds you're talking to the overseas data base of your 
choice. 

If you are operating a personal computer, load the 
communications terminal program, type in RUN toset it 
going, and then tell it that you want ‘full duplex’ (F), and 
that you don’t want added line feeds (N). Then dial up 
MIDAS. 


106 


MIDAS User Information 

For best results when using your coupler with tele- 
phone handsets containing carbon granule microphones 
please consider the following:— 


= RESISTANCE 
me DECREASES 


—s 
DIAPHRAGM. a 
NORMAL =n 


DIAPHRAGM 
MOVES INWARDS 


DIAPHRAGM 


Most telephone handsets are fitted with carbon granu- 
lar transmitters like those depicted above. When you 
speak into the mouthpiece the sound waves strike a 
diaphragm causing it to compress and release a chamber 
filled with carbon granules. The change in density of the 
granules causes a change in circuit resistance resulting in 
a change from acoustic energy to electrical energy. 


Carbon granules have packed 
allowing little change in 
resistance with changes in 


107 


When the. telephone handset is placed: in the acoustic: 
coupler and used in the normal rest position of the 
handset then after a short period of time the carbon. 
granules begin to ‘pack’ and reliability decreases dramati- 
cally. As the granules pack the change in resistance 
decreases until ultimately this resistance does not accu- 
rately convey the change in acoustic energy. 


For best results the coupler should be used on its side: 
thus orientating the telephone transmitter in the correct: 
plane and thus preventing carbon granule packing. 

These comments are valid — you can demonstrate to 
yourself when next you are using the telephone by tilting 
your head to one side so that the telephone microphone 
has its axis vertical. Within a matter of moments your 
Opposite number will be asking you to repeat what you. 
have said. From this graphic demonstration you can 
easily imagine .why the preceding comments are. 
important. | : 

REMEMBER if there is any doubt as to whether your 
telephone has a carbon microphone or not, do not risk 


108 


difficulties — use the coupler correctly as illustrated, ON 
ITS SIDE. 


RIBBON CABLES 

_ Ribbon cables, as illustrated here, are used to connect 
the various units of the computer together — e.g. the 
expansion unit to the computer, the printer to the expan- 
sion unit, and so on. 


109 


Chapter 


The Small Business 
Computer 


hj balls ; 
Lan 


Bi 


THE SMALL BUSINESS COMPUTER 


This book does not deal with computer systems that 
sell for more than $10 000. (And most small computer set 
ups are considerably cheaper than that!) If a small busi- 
nessman* has reached the stage in the development of his 
business where he feels that it would be more efficient, 
cost and time effective to have a computer handle such 
matters as the general ledger, payroll or inventory rather 
than using conventional books and clerks, he has two 
options. 


The Options 

1. Call in IBM, Hewlett Packard or some similar spe- 
cialist firm. They will design a system to fit the particular 
business’ needs — and they will usually do a superb job. 
The snag? It will cost you an arm and a leg and the end 
result, when measured against the cost of computer 
installation, may not in fact save any money at all. (Hav- 
ing a highly trained salesman come out and hold your 
hand does not come cheap!) 


2. Buy a personal or small business computer over the 
counter. This will cost thousands and thousands of dol- 
lars less than the specially designed system and will prob- 
ably do just as good a job. The snag? You have to be 
interested in learning how to make the computer and the 
available software work for you. You'll be teaching your- 
self as you adapt the system to fit in with your particular 
business. 


(Don’t misunderstand me, you don’t have to write your 
own programs — at least not at first or unless you want to 
— because there are all sorts of business procedure pro- 
grams already written and available over the counter for 
a few hundred dollars.) If yours 1s a small business, set up 
on a fairly conventional basis, some of these programs 


*Women’s Libbers, please note: of course | mean ‘businesswomen’ too, but it 
would be very pedantic to repeat this continuously. So please take it as read. 


11 


Business is looking good! 


will have equally as good an application to your business 
as if they had been specially written for you. 


20 Or Less Employees 


Small business computers are becoming increasingly 
popular in firms who have around 20 or less employees. A 
company of this size would find it totally uneconomic to 
buy a traditional computer — even if they could afford 
the up front price. 


However, take the case of a large firm of accountants. 
Assuming that none of the partners were knowledgeable 
about computing, the firm would definitely be better off 
approaching one of the large computer companies and 
spending around $20 000 to $30 000 for a system. They 
would need to pay that amount to get the back-up knowl- 
edge and service that would be required. 

If you buy equipment from one of the large computer 
companies, part of the price of the unit is a certain 


112 


amount of free programming time. However, there is no 
such ‘luxury’ as free programming if you buy a small 
business computer — that just doesn’t fit into the low cost 
structure of an over-the-counter model. 

Experience has shown that most small businessmen 
who purchase a computer over the counter are practical 
people, aware that the computer age is here, and inter- 
ested in creating and adapting programs to dovetail in 
with their own specialised business. This type of business- 
man prefers to organise his own computer set-up and get 
the machine going himself, rather than pay someone else 
to do it. 


Lack Of Confidence? 

What about the person who can recognise the potential 
of computers in business, but has absolutely no confi- 
dence in his or her own ability to get to grips with a 
computer? 

In order to overcome this difficulty some over-the- 
counter computer specialist companies (including mine) 
have organised an inexpensive service where computer 
purchasers can be helped to relax and become familiar 
with their new business tool. 

This is how it works in my company. For the very 
reasonable price of $100 (at the time of going to press) an 
independent computer consultant will give five hours of 
assistance (spread over a short period) to anyone who has 
purchased a computer. During that time the consultant 
basically ‘hand-holds’ the new purchaser, showing him 
how to make the most of the computer either by altering, 
if necessary, ready written programs to suit his business, 
or explaining how to input data specifically related to his 
individual requirements. Usually it is a combination of 
both situations. 


Business Software 

There is a large variety of programs available (see 
Chapter 6) although, as explained, they sometimes have 
to be adapted to some degree in order to be ideally 


113 


Bee Bo seas oe 


If a small businessman lacks confidence in dealing with his computer an 
independent consultant will give assistance for a very reasonable fee. 


suitable. After a little bit of programming experience 
such matters as wording, headings and layouts can easily 
be changed so that the program is individualised. 
Naturally, it helps the adaptation process if the pro- 
grams have originated in Australia or have at least been 
changed to cope with Australian conditions. For exam- 


114 


ple, American written programs don’t include a sales tax 
component because, in the USA, that tax is paid by the 
consumer in the store. The same principle applies to 
dates. Americans write 3rd November, 1981 as 11/3/81, 
which would be very confusing in an Australian business 
environment. 


A Typical Business Computer 


$i “oe em i ti 


TARTU TOUTE 


The System 80 Mark 11 computer provides virtually all 
the features of the basic personal computer together with 
many extra ones designed to make it more suitable for 
serious business use — for example, the numeric key pad 
is an easy and efficient way to enter numbers. 

Profit and growth are the aims of most businesses, 
therefore it is logical to choose a computer that doesn’t 
cost a fortune in the beginning but can be expanded as 
your business expands and your profit grows. For exam- 
ple, the basic computer illustrated above can be ex panded 
into virtually three machines in one: an increased 
memory capacity computer, a word processor and a data 
communications terminal. 


115 


Appendix 


116 


APPENDIX 


(Although I promised way back in Chapter One that I 
wouldn't dazzle you with technology I don’t think this 
book would be complete without a little more clarifica- 
tion of the technical/ theoretical side of things. Skip it for 
now, if you like — you're probably too busy teaching 
yourself to type or pitting your wits against monsters!) 


The information here 1s still very fundamental but it 
will add to your understanding of computers and perhaps 
give you a good grounding on which to build your knowl- 
edge of programming and operating an expanded com- 
puter system. 


THE COMPUTER NUMBER SYSTEM 

Although it is very adept with numbers a computer 
does not ‘think’ about them in the same way as the human 
brain. We use the decimal number system with digits 
from 0 to 9. The computer uses the binary number sys- 
tem, with. only two digits: 9 and 1. 

This is not the place to explain the binary number 
system, it is sufficient to say that various combinations of 
these two numbers make up the ‘machine language’ in 
which the computer responds to instructions. 


Programming Languages 

This machine language is very tedious and difficult for 
human beings to use so computers have a permanently 
inbuilt ‘interpreter’ program. When a programmer enters 
instructions in a human-type language (such as BASIC 
— the language used to program most personal compu- 
ters) the interpreter program translates these instructions 
to machine language. 
. Because English (or Swahili, if it comes to that) is nota 
very precise language, programmers enter their instruc- 
tions in one of a variety of specifically developed pro- 
gramming languages. Broadly speaking there are two 
main types of programming languages: 


117 


High Level Languages 

These are quite closely related to English. BASIC, for 
example, is a high level language (see page 123). Other high 
level languages are COBOL, FORTRAN, PASCAL and 
FORTH. Languages like these are comparatively easy 
for the programmer to use. Sometimes, however, they are 
not close enough to the machine language to allow 
detailed or complicated instructions to be entered. 


Low Level Languages 

These are much closer to machirie language. They are 
more difficult for the programmer to use but they give 
more flexibility and precision when writing complex pro- 
grams. Assembly language is a low level language. 


MORE ABOUT MEMORY 

As you will remember that the computer has two 
totally different types of memory: | 

RAM (Random Access Memory) — a temporary 
memory used to store data and programs. RAM can be 
erased easily. (Very easily — a mere flick of the off switch 
will do it!) See, Back Up. 

ROM (Read Only Memory) — a permanent memory 
built into the computer. This memory contains both the 
interpreter program to translate input instructions into 
machine language as well as the computer operating 
system program. 


The Operating System Program 

This includes: 

e Sets of instructions to pass data from the input 
devices to the Central Processing Unit (CPU) and to pass 
them out again to the output devices. 

e Additional sets of instructions for finding informa- 
tion on tapes of disk sectors. 

@ Detailed orders to the CPU to respond in a particu- 
lar way to each key on the keyboard. 

It is by means of all the parts of the inbuilt ROM that 
the CPU is able to accept instructions, perform arith- 


118 


metic and logic calculations, as well as organise and 
control the other components of the computer system. 


Disk Operating System (DOS) 

This is a-special part of the operating system that, 
unlike the rest of the system, resides in RAM memory. 

This is a program of routine instructions to control the 
storage and retrieval of information from disks. These 
routines include allocating addresses to files (specifying 
the track and sector in which they are stored), passing 
information to and from the disk and listing the disk 
directory for you. DOS typically uses about 7 kilobytes of 
memory space. 


Bits, Bytes & Kilobytes 

In computer jargon the word bit (short for binary digit) 
is the smallest individual memory position within the 
computer. A group of 8 bits is known as a ‘byte’, which is 
the usual amount of data that a personal computer can 
process at one time. (There’s also the word nibble — 
meaning four bits or half a byte — coined by some 
computing nut with a logical sense of humour!) 

A byte is roughly the equivalent of a character, i.e. a 
letter, number, symbol or even the space left between 
words. 

There are 1024 bytes to one kilobyte (K) — a term 
which has been mentioned several times earlier in the 
book in connection with the computer’s memory. It has 
been explained that the computer’s memory capacity 
(both RAM and ROM) is usually expressed in terms of 
K. (Don’t confuse this symbol K with the metric symbol k 
(kilo) meaning 1000.) 

Most personal computers have between 4K and 16K of 
RAM and can be extended up to either 32K or 48K by the 
addition of memory cards. A 48K memory, then, can 
hold up to approximately 48 000 characters. This storage 
space can be further increased by the use of external 
storage on disk or tapes, thus leaving extra space in the 
RAM. The computer can retrieve this data whenever it is 


119 


needed. This effectively increases the-size of the internal 
RAM many times over. 


Se 


A plug-in memory card which adds an extra 16 or 32 K of RAM to anexisting 
computer. 


MORE ABOUT PROGRAMMING 


As you'll remember from Chapter One, a program is 
nothing more than a set of instructions for the computer. 
Often a program is very detailed and contains thousands 
of instructions, even though you can buy it on a single 
small disk or cassette. 

In developing a set of instructions the programmer 
must work out every possible event that may occur dur- 
ing the execution of the program and tell the computer 
precisely what to do if that event happens. (Never forget: 
the computer has absolutely no initiative.) 

Preparing a program can involve a large number of 
alternative actions for each step in the program, and a 
large number of alternatives for each alternative, and so 
on. It is very easy to leave something out or even to put an 
instruction in the wrong place in the list. To avoid such 
catastrophes the computer programmer uses a planning 
aid called a flowchart. | 


120 


Below is a sample flowchart covering just the major 
steps in going through a customer list and sending a 
reminder letter to all customers who owe more than $100. 


START 


OPEN 
FILES 


IS : 
TOTAL | 
Vie 

WRITE 
NO LETTER 


NO 


YES CLOSE 
FILES 


Note that the chart goes through a Joop. That is, when 
a customer has been dealt with (the computer has looked 
at the file and decided whether or not to send the letter), 
the computer returns to the next customer and repeats 
the process. 


121 


Different types of functions are depicted in differently 
shaped symbols. As you can see the diamond shape is 
used for “decision making’ instructions which could yield 
two or more possible results; and the rectangle for any 
operation involving the use of an input or output device. 

This is an easy flowchart which can be developed intoa 
simple program. Before it is ready for use a program must 
be rigorously tested to make sure that all possible events 
are allowed for. This is a lot harder to do than it seems. 

Mistakes in a program are called ‘bugs’ and the process 
of correcting these mistakes is ‘debugging’. The more 
complex the program, the more complex and difficult 
this can become. . 


Back Up 

After you’ve gone to all the trouble to work out a 
successful program don’t spoil it by being lazy. Make a 
‘back up’ copy of it on another tape or disk so, if the 
program is accidently erased, you always have it available. 
Never forget how easy it is to lose a program ... if 
someone trips over the power cord, if you turn off the 
computer in error, if there’s a blackout ... there are 
countless ways it could happen. A good backup system is 
commonsense computing practice. 


Systems 

A set of programs 1s called a system. A debtors’ system, 
for example, is a series of programs — one tells the 
computer how to keep a name and address file for custo- 
mers, another tells it how to print out statements for each 
customer, another keeps track of the transactions carried 
out each month and so on. 

Designing a system involves several steps. 

1. The initial ideas stage. You identify the problem 
that you want the computer to be able to solve. 

2. The assessment of the size and scope of the system 
needed to solve the problem. In this stage you set the 
objectives that you want the computer to meet. 

3. The analysis phase where the programmer works 
out the general specifications of the system. 


122 


4, The design phase where the programmer plans the 
system in detail. 

5. The construction phase involves writing the pro- 
gram, testing it and debugging it. 

The finished system is copied onto disk or tapes and the 
instruction manuals are written. The end result of all this 
effort is a set of completed programs which are simple 
and easy to use. When you buy a good program you will 
never see the complexity of effort and design that has 
gone into its production. 


THE BASIC LANGUAGE 
_. The most common language in personal computing is 
BASIC. It is not difficult to learn since it approximates 
English very closely. An easy way to explain the princi- 
ples of the BASIC language is to run through the features 
of the System 80 ‘Level II’ BASIC. 
Firstly, this BASIC can be divided into nine sections. 
1. ACTIVE COMMANDS 
2. TEXT EDITING 
. BASIC STATEMENTS 
ARRAYS 
STRINGS 
. ARITHMETIC FUNCTIONS 
. GRAPHICS 
. SPECIAL FEATURES 
. ERROR CODES 
There are four different operating levels: 


0 CONAN ADW 


® Active Command Level 

In this level, the computer responds to commands as 
soon as they are entered (by pressing the NEW LINE key). 
Whenever the >_ signs are on the display, the user is in 
the active command level. 


© The Program Execution Level 


This level is entered by typing RUN, causing any 
BASIC program in the memory to be executed. 


123 


© Text Editing Level 

This level allows the user to modify, add or delete 
characters and lines of the BASIC Program source resi- 
dent in the memory. The most significant feature of this 
level is that the user can change any portion of a line 
without having to re-type the entire line. 


@ Monitor Level 

This level permits the user to load machine-language 
programs into the memory. This may be a machine lan- 
guage, executable programs or even data files. 


1. Active Commands 


1 AUTO 
2 CLEAR 


3 CLOAD 
4 CLOAD? 


5.CONT 
6 CSAVE 
7 DELETE 


8 EDIT 


9 LIST 
10 NEW 


1] RUN 

12 SYSTEM 
13 TROFF 
14 TRON 
15 LPRINT 
16 LLIST 


Automatic line numbering 

Sets aside a specified amount of work 
space for a program 

Loads a program of specified filename 
from a tape 

Verifies that the loaded program is 
correct 

Continue execution after stopping 
Saves BASIC program to tape 

Deletes line or lines specified from 
program 

Activates EDIT mode to correct part of 
a line 

Lists the program lines specified 
Clears the current program from 
memory 

Starts program execution 

Activates Monitor mode 

Turns off the trace diagnostic 

Turns on the trace diagnostic 

Prints a file to the printer 

Lists the program to the printer 


2. Text Editing 
By typing in EDIT 100, for example, the computer will 


124 


prepare to edit line 100. You can: 


I. Insert text 


2. Delete from end of line 


. Delete from cursor to end of line and insert text 


. Add to end of line 


. Quit and restart edit 
. Change characters 


3. Basic Statements 


3 
4 
5. List line 
6 
7 


1. PRINT 

2. PRINT @ 

3. PRINT USING 
4. INPUT 

5. DATA 

6. READ 

7. RESTORE 

8. PRINT # 

9. INPUT # 


4. Arrays 


The computer is capable of accepting both numeric 
and string arrays. An array is simply a list or table of data 
which is set out in the memory of the computer for easy 
access to programs. The dimension of an array is simply 
the number of ways it is expanded from a single value. 
Thus a table of data with eight columns and eight rows is 
a two dimensional array containing sixty-four separate 
variables. In the computer these are represented with 
subscripts; e.g. A(1,1), A(1,2), A(1,3) ... A(8,8). These 


125 


. STOP 

. GOTO 

. GOSUB 

. RETURN 

. ON GOTO 

. ON GOSUB 

. FOR TO STEP 
. NEXT 

. RUN 

. ON ERROR GOTO 
. ERROR 


arrays are set up in. the computer using the. DIM 
statement. 


5. Strings 


The computer uses two kinds of strings: 

1. Constants — these are always represented within 
quotes inside the program; e.g. ‘yes’. 

2. Variables — e.g. A$ 

As you can see, a string is simply a ‘string of charac- 
ters’; they can, of course, be letters, numbers, or special 
punctuation and mathematical characters. The computer 
can add, divide, compare and create strings as you desire. 
The functions ..it uses are: 


1. ASC 6. MID$ 

2. CHR$. 7. STRS 

3. LEFT$ 8. STRING$ 
4. RIGHT$ 9. VAL 

5. LEN 


6. Arithmetic Functions 


The computer has sixteen built-in arithmetic functions: 


1. ABS 9. INT 

2: ATN 10. LOG 

3. CDBL 11. RANDOM 
4. CINT 12. RND 

5. COS 13. SGN 

6. SDNG 14. SIN 

7. EXP 15. SQR 

8. FIX 16. TAN 


7. Graphics 


The graphics of the computer are arranged as 48 lines 
of 128 columns. The graphics commands available are 
as follows: 


1. SET ‘turns on’ a point 
2. RESET ‘turns off’ a point 
3. CLS ‘rubs out’ the complete screen 


126 


4: POINT lets the computer find out whether a: 
particular point on the screen is ‘on’ 
or ‘off’. 


8. Special Features 


The following special features are implemented in the 
computer: 


1. INP This command will input the 8-bit byte 
from the port specified. 

2. OUT This command outputs a byte to the 
port specified. 

3. PEEK This command returns the decimal 
value of the memory location specified. 

4. POKE This command lets you insert a value 
into the specified location in memory. 

5. POS This command returns a number from 


$ to 63 indicating the current cursor 
position on the display line. 


6. MEM This command returns the number of 
unused and unprotected bytes in 
memory. 

7. USR This command calls a machine language 


subroutine (or sub-program), and lets 
the main program ‘pass’ a number to 
the subroutine. 

8. VARPTR_ This command lets a program find out 
where a particular ‘variable’ number is 
stored in the computer’s memory. 


9. Error Codes 


To assist in trapping errors in your programs, the 
computer has twenty two error codes: 
ERROR. ABBREV ERROR 


CODE 
| NF NEXT without FOR 
2 SN Syntax error 
3 RG RETURN without GOSUB 
4 OD Out of date 
5 FC Illegal function call 


127 


6 OV Overflow 
7 OM Out of memory 
8 UL Undefined line 
9 BS Subscript out of range 
10 DD Redimensioned array 
11 /0 Division by 0 
12 ID Illegal direct command 
13 ™ Type mismatch 
14 OS Out of string space 
15 LS String too long 
16 ST String formula too complex 
17 CN Can't continue 
18 NR No resume 
19 RW RESUME without error 
20 UE Unprintable error 
21 MO Missing operand 
22 FD Bad file data 
Variables 


A ‘variable’ is a number which can have different 
values, so it is given a ‘name’. The computer accepts 
variable names which can be longer than two characters. 
However, only the first two characters will be recognised 
as the variable name by the computer. Variable names 
must start with a letter and the second character may bea 
letter or a digit. Therefore variable names may be from 
AA to ZZ and A@ to Z9. Please note however that when 
using long variable names you must ensure that they do 
not contain ‘reserved words’. These reserved words are 
ones like ‘GOTO’, ‘PRINT’, ‘RUN’, etc. 


Operators 
The following ‘operators’ or mathematical operation 
signs, are used by the computer: 


+ Addition 

_ Subtraction 

* Multiplication 
/ Division 


128 


ESC Exponentiation (raising to a power). 

< Less than | 
Greater than 

<> Not equal 


<= Less than or equal to 
>= Greater than or equal to 
= Equal to 


In addition the computer recognises three logical 
operators: | 
AND, OR, NOT 
and string operators for comparing the precedence’ of 
strings. 


129 


Glossary 


130 


GLOSSARY 


ACCESS: To retrieve information from the computer. 
(The noun access has become the verb ‘to access’ 
in computer terminology.) 


ADDRESS: Location of a specific storage ‘cell’ in 
memory. 


ALPHANUMERIC CHARACTERS: The characters 
on the keyboard or screen which are either letters 
or numbers. 


ANALYST: A computer expert who studies the opera- 
tions of a business company in order to design 
a computer system that will enable the business to 
operate at. maximum efficiency. 


BACK-UP: A spare copy of programs, results etc. in case 
the original tape or disk is lost, damaged or 
erased in error from computer memory. 


BASIC: A high level computer language. (Beginners All 
Purpose Symbolic Instruction Code) BASIC is 
the most commonly used language for personal 
and small business computers. The language of 
the instructional words is closely related to plain 
English, and therefore easily learnt. 


BINARY: A number system where each digit has one of 
two number values — @ and 1. A counting system 
using only the numbers | and 9, it is common to 
all digital computers. 


BIT: The smallest individual memory position within the 
computer. Bit is derived from binary digit. (See 
BYTE, KILOBYTE, NIBBLE.) 


131 


BOOTING or BOOTSTRAPPING: The act of loading 
the first program into a computer after turning 
It on. 


BROWNOUT: A drop in the voltage supply going to the 
computer through the mains. 


BUFFER: A temporary storage area for memory. 
BUG: An error in the program. 


BYTE: This is the term for the usual amount of data that 
a personal computer can process at one time. 
Each byte is a group of 8 bits. (Larger computers 
can process two or more bytes.) (See BIT, KILO- 
BYTE.) 


CPU: Central Processing Unit. The central ‘nerve cell’ of 
the computer which performs the actual process- 
ing of data arithmetically and logically. (See also 
ROM and RAM.) 


CARD: A printed circuit board which can be inserted or 
plugged into the expansion unit of the computer 
to increase memory capacity. 


CASSETTE TAPE: A common material on which to 
record and store (or retrieve) programs or data 
for personal computers. It is identical in appear- 
ance to the conventional cassette tape that 
produces sound and uses the same magnetic tape 
principle for recording and playing. It operates 
on a normal cassette player. | 


CHARACTER: A letter, digit or symbol (e.g. $) on the 
computer keyboard that displays on the screen 
when the key is pressed. 


CHIP: A tiny piece of silicon with an integrated circuit 
on it. Thousands of electronic components are 
fitted onto a very thin sliver of silt:con about a 


132 


few millimetres square: Each memory chip 
contains a fixed number of bits. (See BIT.) 


COBOL: (Common Business Orientated Language) A 
computer language often used for commercial 
and business programs. | 


COMMAND: An instruction given to the computer 
when a program is running. The instruction to 
print a file, for example, is a command. 


CONFIGURATION: The arrangement and electrical 
link-up of the hardware that comprises the 
computer system. (See HARDWARE.) 


CONTROLLER: A dedicated ‘slave’ computer that 
takes over the detailed housekeeping for the disk 
drives in response to broad commands from the 
disk operating system (DOS) in the main com- 
puter. (See DISK DRIVE and DOS.) 


CRASH: The program fails ....dies ... bombs ... goes 
away. 


CURSOR: A small blinking signal (usually a short line 
or rectangle) that lights up on the display screen 
indicating where the next character pressed on 
the keyboard will display. 


DAISY CHAIN CABLE: A cable which links a series of 
identical peripheral units. For example, a daisy 
chain cable is used to link the disk drives to the 
expansion unit. (See PERIPHERALS.) 


DAISY WHEEL or PRINT WHEEL: This is a device 
inside a printer which prints out characters and 
operates in the same way as the golf ball ona 
typewriter. 


DATA: Information given to or received from the 
computer. 


133 


DATA DISK: When two disk drives are being used to 
run a program on the computer, one of the disks 
is normally used for storing the program and is 
called the System Disk. This disk generally has no 
new material written on it. The other disk is 
normally used to store the data that will be 
entered (be it records of daily transactions or 
additions to your inventory list). This is called the 
Data Disk. 


‘DATA PROCESSING: The processing of information 
by a computer. The term generally refers to 
business systems (e.g. payroll or inventory) as 
distinct from scientific or other use. 


DEDICATED COMPUTER: A small processor 
designed to run on one program and carry outa 
particular function. If you compare a computer 
to a pianola, capable of using many different rolls 
(or programs), the dedicated computer is more 
like a music box, playing only one tune. 


DEBUG: To get rid of an error (or errors) in the program. 


DIGITAL: Electronic circuits which operate by a series 
of On-Off switchings, rather than by varying a 
continuous voltage or current. 


DIP SWITCHES: A tiny bank of switches that plugs into 
a circuit board like an integrated circuit or ‘chip’. 


DIRECTORY: A list of the files stored on a given disk. 


DISK: This is a circular disk, similar in appearance to a 
45rpm record. Like cassette tape information is 
recorded on its surface magnetically. It is used for 
storing and reading data or programs. (See DISK 
DRIVE, FLOPPY DISK, HARD DISK.) 


DISK DRIVE: A mechanical unit of the total computer 
set-up that records (writes), retrieves (reads) or 


134 


stores information on the disk. The disk drive has 
a moving head that can record or read from any 
part of the disk. Because the disk rotates very fast 
(300rpm is normal) the head has almost immedi- 
ate access to any point on the disk. This is a much 
faster. way to retrieve information than having to 
run through a cassette. 


DISPLAY: A visual showing of the computer’s workings 
or results. It is usually in the form of letters and 
numbers lit up on a screen or printed out on 


paper. 


DOS or DISK OPERATING SYSTEM: A control pro- 
gram that enables the computer operator to 
transfer other programs and data to or from a 
disk. 


DUMP: To move data from one place to another e.g. 
from memory to disk, from screen to printer, 
from memory to printer. 


EDIT: The most usual meaning is to correct the text 
displayed on the screen by means of back spacing 
over incorrect words, letters or numbers and 
re-typing (i.e. entering) the correct data. 


ENTER: To input or ‘feed’ information into the computer. 


EXECUTE: To ‘run’ a program on the computer, i.e. to 
tell the computer to perform a series of 
instructions. 


FIELD: One of the units of information in a complete 
record system, e.g. name field, address field, etc. 


FIRMWARE: A computer program stored permanently 
in the computer, that cannot be erased or 
changed. (See also ROM.) 


135 


FLOPPY DISK: A circular piece of flexible (floppy) 
plastic, magnetised like recording tape, on which 
programs for the computer are written, read or 
stored. In appearance it is similar to a 45rpm 
record. A floppy disk is permanently enclosed in 
a card sleeve, even when in use. It is inserted into 
the disk drive unit in order to perform its 
functions. (See DISK DRIVE, HARD DISK.) 


FLOWCHART: The graphical expression (usually 
drawn and written with pencil and paper) of the 
logical sequences in a computer program. 


FORTRAN: A computer language. (Formula Trans- 
lation.) This language is used in scientific and 
mathematical programs. 


GARBAGE: Meaningless data supplied by the computer 
in response to meaningless data, or no data, fed 
into it. (“Garbage in — garbage out.’) 


GRAPHICS: The display of diagrams or drawings on 
the video unit. 


HALF BYTE: A group of four bits. 


HARD COPY: Information from the computer in the 
form of words or diagrams printed permanently 
on paper, as distinct from being temporarily 
displayed on the video unit. 


HARD DISK: A disk similar to a floppy disk but made 
of hard, non-flexible. material and capable of 
storing far greater amounts of data. It is faster 
but much more expensive than a floppy disk. (See 
FLOPPY DISK.) 


HARDWARE: The physical components which make 
up the computer itself together with any units 


136 


that can be attached to the computer (see 
PERIPHERALS), as distinct-from its programs 
{see SOFTWARE). 


HOME: The cursor’s starting point on the display screen. 


INPUT: Information given to the computer. On personal 
computers this is usually done by keying (typing) 
it onto the keyboard or using magnetic cassette 
tapes or disks. 


INTERFACE: The connection of two or more electronic 
units related to the computer set-up, e.g. connect- 
ing a normal domestic TV set to the computer so 
that the TV screen becomes the video display 
unit on which information from the computer is 
displayed. (When used as a verb, ‘to interface’ 
means ‘to connect’.) 


INTEGRATED CIRCUIT: A_ complete electrical 
circuit on an individual silicon chip. 


KILOBYTE (K): The term or symbol used to express the 
memory capacity of a computer. K = 1024 Bytes. 
Thus, for example, 4K = 4096 bytes (4 « 1024). 
The average personal computer has 16K of RAM 
memory, but additional memory cards and the 
use of peripherals can increase the computer’s 
total RAM memory capacity. (See RAM and 
PERIPHERALS.) 


KEYBOARD: Similar in appearance to a typewriter 
keyboard. This is standard on all personal 
computers on which keys showing letters, 
numbers or symbols are pressed to give (‘feed’ or 
‘input’) information to the computer. 


LANGUAGE: There are many different computer 
languages which are broadly divided into two 


137 


levels — high and low. Obviously the software 
(the program) must speak the same language as 
the hardware (the computer). BASIC is the most 
common (high-level) language for personal 
computers.. | 


LIGHT PEN: A pen-like instrument that is sensitive to 
light and can be used to alter graphics, diagrams 
or even words displayed on the video screen. 


LOOP: A sequence of instructions which the computer 
executes continuously and repeatedly until 
ordered to stop. 


MAGNETIC DISK: Used for the writing, storage or 
retrieval of information. (See FLOPPY DISK 
and HARD DISK.) 


MAGNETIC TAPE: A thin plastic ribbon coated on one 
side with iron oxide, so that it can be used for 
magnetic recording and replay. 


MAINFRAME: A very large computer. 


MEGABYTE: One million bytes. 


MENU: A list of choices offered by the computer and 
displayed on the video monitor. The computer 
operator chooses one of these. 


MEMORY: A computer has two different types of 
memory — fixed and permanent (see ROM — 
READ ONLY MEMORY) and flexible and tem- 
porary if desired (see RAM —RANDOM 
ACCESS MEMORY.) The memory capacity of 
a computer is expressed in bytes or kilobytes 
(K = 1024 bytes). (See KILOBYTE.) 


MODE: An aspect or kind of operation. EDIT mode, 
when used in word processing for example, 
allows you to change text in a file. 


138 


MODEM: A piece of equipment for sending binary codes 
(computer machine language) over telephone 
lines, thus allowing computers to send and receive 
information on the telephone. The name stands 
for MODulator/DEModulator.. The modulator 
translates the binary code into whistles which can 
be transmitted over the phone and the demodu- 
lator translates the whistles back into binary code. 


MICROCOMPUTER: A small computer such as a 
personal computer used at home or in a small 
business, 


MICROPROCESSOR: The complete Central Pro- 
cessing Unit (CPU) of the computer. 


NIBBLE or NYBBLE: Half a byte or four bits. 


OFF-LINE: Computer equipment which is not directly 
a part of the computer, e.g. a printer which 
produces printed hard copy from tape or disk: 


ON-LINE: Computer equipment directly and perma- 
nently connected to the computer and under the 
control of the central processing unit. 


OPTICAL SCANNING: Reading printed characters 
and numbers by a light scanning device. 


OPERATING SYSTEM: A series of programs fixed in 
the computer which instruct it on how to carry 
out its day to day operations. For example, the 
procedure for transferring data from memory 
to the video screen or printer 1s programmed into 
the operating system. 


OUTPUT: The visual display (usually on a sofeen or 
printed paper) of either instructions given to the 
computer, or answers supplied by the computer. 


139 


OVERWRITE: The act of recording over (and therefore 
replacing) information on a disk or tape. 


PASCAL: A computer language (named after the fam- 
ous mathematician) that is growing in popularity. 


PERIPHERALS: Units of hardware (see HARDWARE) 
that attach to the main unit of the central pro- 
cessor (see CPU) via an expansion unit, such as 
disk drives, cassette players, printers and video 
display units. 


PORT: See INTERFACE. 


PRINTER: A computer peripheral (attachment) that 
prints information from the computer onto 
paper. A serial printer prints one character at a 
time; a line printer, one line at a time. 


PROGRAM: A set of instructions for the computer to 
obey. A program can be in the form of a cassette 
tape, a disk, or instructions written on paper to be 
typed into the computer’s keyboard. 


PROGRAMMER: A person who writes a set of instruc- 
tions for the computer. 


RAM (RANDOM ACCESS MEMORY): Computer 
memory which is used to store and retrieve both 
-the data fed in by the computer operator and the 
results calculated from the data. This memory 
can be erased or altered at any time. (See also 
ROM — READ ONLY MEMORY.) — 


RANDOM ACCESS: The ability to access (either read 
or write into) any byte of a memory system at 
will without having to run through all the 
preceding bytes. Semiconductor ‘drip’ memories 
are random access devices. (See also SERIAL 
ACCESS.) | 


140 


ROM (READ ONLY MEMORY): Permanent memory 
information built-in to the computer during the 
manufacturing process — for example, the 
BASIC operating instructions and language. 


ROM programs are sometimes known as FIRM- 
WARE. 


READ: Retrieving data in programs from the computers 
memory or from disk or tape. 


READ/WRITE HEAD: An electromagnetic head 
which reads or writes on magnetic disk or tape to 
retrieve or record information. 


RF CONVERTOR: A unit that converts radio frequency 
signals. For example, an RF convertor 1s used to 
convert signals from the computer into signals 
-like those from a TV station, so that a domestic 
TV screen can be used to display information 
from the computer. 


RUN: To execute a program. 


SOFTWARE: The program (in the form of a cassette 
tape or disk) that is fed into the computer. Pro- 
grams are written to perform specific tasks, e.g. 
catalogue your stamp collection or prepare your 
income tax return. Programs can be bought ready 
made or they can be written by the user. 


SERIAL ACCESS: Where the access to each byte of 
memory storage is sequential and cannot be 
selected at will. Cassette tapes are serial access 
devices — the tape must be run through until the 
desired place is reached (as in playing a music 
cassette on a tape recorder). (See RANDOM 
ACCESS.) | 


‘SLAVE’ COMPUTER: A dedicated computer which is 


141 


part of a larger systém and: quite often controlled 
by a general purpose computer. 


SPIKE: A surge of extra voltage to the computer through 
the electrical mains. 


STRING: A set of characters in a particular, significant 
order. A word, for example, is a string. 


TAPE: See CASSETTE TAPE. 


TERMINAL: The device which enables information to 
be entered into the computer and then shown to 
the operator. Personal computers have a typewriter- 
like keyboard to enter information and a video 
screen (or print out) for display. 


WORD: The amount of data fed into or retrieved from 
one memory location. In personal computers’ 
this is usually one byte. 


WRITE: Recording data or programs in the computer’s 
memory or on to a disk or tape. 


WRITE PROTECT NOTCH or SENSING NOTCH: 
A small notch on a disk which, when covered 
with a ‘Write Protect Tab’, will prevent the com- 
puter from recording or writing over data already 
on the disk. 


142 


CLUB DIRECTORY 


AUSTRALIAN CAPITAL 
TERRITORY 

Australian ZX80 Users’ Group 
(AZUG); David Brudenall, 19 
Godfrey St, Campbell, ACT 2061. 
MICSIG; Registrar, PO Box 446, 
Canberra 2601. 

OMEGA (Ohio Scientific Micro- 
computer Enthusiasts Group 
Australia); Geoff Cohen, 72 
Spofforth St, Holt, ACT 2165. 
Sorcerer Computer Users of 
Australia (ACT Branch); Mr G. T. 
Dick, 31 Cresswell St, Campbell, 
ACT 2601. 


NEW SOUTH WALES 

Apple Users Group (Sydney); PO 
Box 505, Bankstown 2200. Phone 
Colin Rutherford, (02) 520 0926. 
Australasian ZX 80 Users News- 
letter; 87 Murphys Avenue, 
Keiraville, NSW 2500. 
Commodore Users Group: John 
Guidice, GPO Box 4721, Sydney 
2001. 

Compucolor Users Group: Andrew 
MacIntosh, 91 Regent St, Chippen- 
dale, Sydney 2008. 

80-AT; The Australian 8080-Z80 


Users Group; PO Box 165, 
Lakemba 2195. 
Macarthur Computer Users 


Association; R. G. Friend, C/- 109 
Campbellfield Ave, Campbelltown, 
2560. Phone (046) 25 2752(A.H.) or 
(046) 76 0541 extn 325 (Work). 
MEGS; (Microcomputer Enthu- 
siasts Group); John Whitlock, PO 
Box 3, St. Leonards 2065. 
Newcastle Microcomputer Club; 
Gordon Johnson, Electron Micro- 
scope Unit, University of New- 
castle. Phone (049) 68 5045 (Work). 
NSW 6800 User Group; 27 Geor- 
gina Avenue, Keiraville, NSW 
2500. 


‘Richardson, 


143 


Sorcerers Users Group; PO -Box 
E162, St. James 2001. Ian King, 
15 Forest Avenue, Wahroonga 
2076. Phone (02) 48 6072. 
TI-99/4 Home Computer Users’ 
Group of Sydney; S. Andersen, PO 
Box 101, Kings Cross, 2011. Phone 
(02) 358 6662. 


NORTHERN TERRITORY 

The MicroComputer Association 
of the Northern Territory; Andy 
Smith, Darwin Community Col- 
lege, Casuarina, NT. 

Northern Territory 80 Computer 
User Group; R. T. O’Brien, 433 
McMillans Rd, Jingili, Darwin, 
NT 5792. 


QUEENSLAND 

Brisbane Youth Computer Group; 
A. Harrison, PO Box 396, Sunny- 
bank 4109. 

Commodore Computer Users 
Group of Queensland; Mrs D. D. 
Dillon, PO Box 127, Stones 
Corner, 4120. 

Iree Microcomputer Interest 
Group; N. Wilson, PO Box 811, 
Albion 4010. 

Superboard Users Group, Ed 
146 York Street, 
Nundah, 4012. 


SOUTH AUSTRALIA 

Adelaide Micro User Group 
(TRS-80 and System 80 Users); 
R. G. Stevenson, 36 Sturt St, 
Adelaide 5000. 

South Australian Apple Users 
Club; The Secretary, SAAUC, c/- 
The Bookshelf, 169 Pirie Street, 
Adelaide, 5000. 

South Australian Microprocessor 
Group Inc (SAMG); The Secretary, 
PO Box 113, Plymton, 5038. Phone 
(08) 278 7288. 


TASMANIA 

TAS-Micro; Peter Deckert, Unit 
1/456 West Tamar Rd, Riverside, 
Launceston, 7250. 

Tasmanian OSI ‘Users Group; 
David Tasker, 111 Bass Highway, 
Westbury, 7303. 


VICTORIA 

Apple Users Society of Melbourne; 
G. Halprin. Phone (03) 859 5835. 
BUG 80; Burwood Users Group, 
PO Box 46, Blackburn South 3130. 
Compucolor Users Group; L. 
Ferguson, 12 Morphett Avenue, 
Ascot, Melbourme 3342. . 
Geelong Computer Club; Peter 
McKeon; PO Box 93, Geelong 
3220. 

KAOS (Ohio Scientific); David 
Anear, 49 Millewa Crescent, 
Dallas, 3047. 

National ZX80 Users Club; 24 Peel 
St, Collingwood, 3066. 

Northern and Western Suburbs 
Computer Users’ Group; contact 
CP/M Data Systems, 284 Union 
Rd, Moonee Ponds, 3039. Phone 
John King (Secretary) (03) 338 9304. 


144 


SMUG; SCORD M100 users, 
Robin Miller, 60 Winmalee Drive, 
Glen Waverley 3150. 

Sorcerer Computer Users (Aus- 
tralia); Secretary, PO Box 144, 
Doncaster 3108. 


WESTERN AUSTRALIA 
Sorcerer Computer Users of 
Australia; The Secretary, 90 King 
George St, South Perth 6151. 
Phone (09) 367 6351. 

CU WEST (WA Compucolor/ 
Intecolor User Group); John New- 
man, 8 Hillcrest Drive, Darlington, 
6070. 


NEW ZEALAND 

Wellington Microcomputer 
Society Inc; Lindsay Williams, 
2 Pope Street, Plimmerton, New 
Zealand. 


(Information, courtesy: 
Your Computer) 


Unlike other labour-saving machines which are built to do one 

job only, the computer is designed to do many jobs. It is a teacher 
one moment, an accountant the next and, when it’s time for games, 
a fascinating and absorbing family entertainment centre. In less than 
one minute, everybody, including children, can use a computer with 
ready made programs. 


WHAT IS A PERSONAL COMPUTER AND HOW 
DOES IT WORK? 


WHAT CAN A PERSONAL COMPUTER DO FOR YOU? 


_ Entertainment ~ Domestic Monitor 

_ Education _ Hobby Organization 

_ Research Computing: The Hobby 

_ Household Management ~ Small Business Management 


GETTING STARTED IN COMPUTING AND 
CHOOSING THE HARDWARE 


A CLOSE-UP LOOK AT TWO TYPICAL PERSONAL 
COMPUTERS 


THE RANGE OF READY MADE PROGRAMS 
EXPANDING THE SYSTEM 
THE SMALL BUSINESS COMPUTER 


2 ZEET SS2Z 0 NS! 


et > Betting 2 know PERSONAL COMPUTERS ==